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Rascal's Pass
This commit is contained in:
590
code/modules/planet/virgo3c_vr.dm
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590
code/modules/planet/virgo3c_vr.dm
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@@ -0,0 +1,590 @@
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#define VIRGO3C_ONE_ATMOSPHERE 92.5 //kPa
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#define VIRGO3C_AVG_TEMP 288.15 //kelvin
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#define VIRGO3C_PER_N2 0.78 //percent
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#define VIRGO3C_PER_O2 0.21
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#define VIRGO3C_PER_N2O 0.00 //Currently no capacity to 'start' a turf with this. See turf.dm
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#define VIRGO3C_PER_CO2 0.01
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#define VIRGO3C_PER_PHORON 0.00
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//Math only beyond this point
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#define VIRGO3C_MOL_PER_TURF (VIRGO3C_ONE_ATMOSPHERE*CELL_VOLUME/(VIRGO3C_AVG_TEMP*R_IDEAL_GAS_EQUATION))
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#define VIRGO3C_MOL_N2 (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_N2)
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#define VIRGO3C_MOL_O2 (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_O2)
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#define VIRGO3C_MOL_N2O (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_N2O)
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#define VIRGO3C_MOL_CO2 (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_CO2)
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#define VIRGO3C_MOL_PHORON (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_PHORON)
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//Turfmakers
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#define VIRGO3C_SET_ATMOS nitrogen=VIRGO3C_MOL_N2;oxygen=VIRGO3C_MOL_O2;carbon_dioxide=VIRGO3C_MOL_CO2;phoron=VIRGO3C_MOL_PHORON;temperature=VIRGO3C_AVG_TEMP
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#define VIRGO3C_TURF_CREATE(x) x/virgo3c/nitrogen=VIRGO3C_MOL_N2;x/virgo3c/oxygen=VIRGO3C_MOL_O2;x/virgo3c/carbon_dioxide=VIRGO3C_MOL_CO2;x/virgo3c/phoron=VIRGO3C_MOL_PHORON;x/virgo3c/temperature=VIRGO3C_AVG_TEMP;x/virgo3c/outdoors=TRUE;x/virgo3c/update_graphic(list/graphic_add = null, list/graphic_remove = null) return 0
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#define VIRGO3C_TURF_CREATE_UN(x) x/virgo3c/nitrogen=VIRGO3C_MOL_N2;x/virgo3c/oxygen=VIRGO3C_MOL_O2;x/virgo3c/carbon_dioxide=VIRGO3C_MOL_CO2;x/virgo3c/phoron=VIRGO3C_MOL_PHORON;x/virgo3c/temperature=VIRGO3C_AVG_TEMP
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var/datum/planet/virgo3c/planet_virgo3c = null
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/datum/time/virgo3c
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seconds_in_day = 6 HOURS
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/datum/planet/virgo3c
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name = "Virgo-3c"
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desc = "A habitable moon of the gas giant Virgo 3. The volcanic activity of this moon keeps its atmosphere warm enough for life to flourish."
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current_time = new /datum/time/virgo3c()
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planetary_wall_type = /turf/unsimulated/wall/planetary/virgo3c
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/datum/planet/virgo3c/New()
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..()
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planet_virgo3c = src
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weather_holder = new /datum/weather_holder/virgo3c(src)
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/datum/planet/virgo3c/update_sun()
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..()
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var/datum/time/time = current_time
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var/length_of_day = time.seconds_in_day / 10 / 60 / 60
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var/noon = length_of_day / 2
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var/distance_from_noon = abs(text2num(time.show_time("hh")) - noon)
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sun_position = distance_from_noon / noon
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sun_position = abs(sun_position - 1)
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var/low_brightness = null
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var/high_brightness = null
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var/low_color = null
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var/high_color = null
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var/min = 0
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switch(sun_position)
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if(0 to 0.45) // Night
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low_brightness = 0.1
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low_color = "#000066"
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high_brightness = 0.2
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high_color = "#66004D"
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min = 0
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if(0.45 to 0.50) // Twilight
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low_brightness = 0.5
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low_color = "#66004D"
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high_brightness = 0.9
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high_color = "#CC3300"
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min = 0.40
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if(0.50 to 0.55) // Sunrise/set
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low_brightness = 0.9
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low_color = "#CC3300"
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high_brightness = 3.0
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high_color = "#FF9933"
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min = 0.50
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if(0.55 to 1.00) // Noon
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low_brightness = 3.0
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low_color = "#DDDDDD"
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high_brightness = 10.0
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high_color = "#FFFFFF"
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min = 0.70
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var/interpolate_weight = (abs(min - sun_position)) * 4
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var/weather_light_modifier = 1
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if(weather_holder && weather_holder.current_weather)
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weather_light_modifier = weather_holder.current_weather.light_modifier
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var/new_brightness = (LERP(low_brightness, high_brightness, interpolate_weight) ) * weather_light_modifier
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var/new_color = null
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if(weather_holder && weather_holder.current_weather && weather_holder.current_weather.light_color)
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new_color = weather_holder.current_weather.light_color
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else
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var/list/low_color_list = hex2rgb(low_color)
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var/low_r = low_color_list[1]
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var/low_g = low_color_list[2]
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var/low_b = low_color_list[3]
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var/list/high_color_list = hex2rgb(high_color)
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var/high_r = high_color_list[1]
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var/high_g = high_color_list[2]
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var/high_b = high_color_list[3]
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var/new_r = LERP(low_r, high_r, interpolate_weight)
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var/new_g = LERP(low_g, high_g, interpolate_weight)
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var/new_b = LERP(low_b, high_b, interpolate_weight)
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new_color = rgb(new_r, new_g, new_b)
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spawn(1)
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update_sun_deferred(new_brightness, new_color)
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/datum/weather_holder/virgo3c
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temperature = T0C
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allowed_weather_types = list(
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WEATHER_CLEAR = new /datum/weather/virgo3c/clear(),
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WEATHER_OVERCAST = new /datum/weather/virgo3c/overcast(),
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WEATHER_LIGHT_SNOW = new /datum/weather/virgo3c/light_snow(),
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WEATHER_SNOW = new /datum/weather/virgo3c/snow(),
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WEATHER_BLIZZARD = new /datum/weather/virgo3c/blizzard(),
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WEATHER_RAIN = new /datum/weather/virgo3c/rain(),
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WEATHER_STORM = new /datum/weather/virgo3c/storm(),
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WEATHER_HAIL = new /datum/weather/virgo3c/hail(),
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WEATHER_BLOOD_MOON = new /datum/weather/virgo3c/blood_moon(),
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WEATHER_EMBERFALL = new /datum/weather/virgo3c/emberfall(),
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WEATHER_ASH_STORM = new /datum/weather/virgo3c/ash_storm(),
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WEATHER_FALLOUT = new /datum/weather/virgo3c/fallout()
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)
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roundstart_weather_chances = list(
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WEATHER_CLEAR = 50,
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WEATHER_OVERCAST = 10,
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WEATHER_RAIN = 1,
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WEATHER_LIGHT_SNOW = 1
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)
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/datum/weather/virgo3c
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name = "virgo3c"
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temp_high = 283.15 // 10c
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temp_low = 273.15 // 0c
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/datum/weather/virgo3c/clear
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name = "clear"
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transition_chances = list(
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WEATHER_CLEAR = 60,
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WEATHER_OVERCAST = 20,
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WEATHER_LIGHT_SNOW = 1,
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WEATHER_BLOODMOON = 1,
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WEATHER_EMBERFALL = 0.5)
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transition_messages = list(
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"The sky clears up.",
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"The sky is visible.",
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"The weather is calm."
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)
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sky_visible = TRUE
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observed_message = "The sky is clear."
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/datum/weather/virgo3c/overcast
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name = "overcast"
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temp_high = 283.15 // 10c
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temp_low = 273.15 // 0c
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light_modifier = 0.8
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transition_chances = list(
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WEATHER_CLEAR = 25,
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WEATHER_OVERCAST = 50,
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WEATHER_RAIN = 5,
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WEATHER_LIGHT_SNOW = 5
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)
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observed_message = "It is overcast, all you can see are clouds."
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transition_messages = list(
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"All you can see above are clouds.",
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"Clouds cut off your view of the sky.",
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"It's very cloudy."
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)
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/datum/weather/virgo3c/light_snow
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name = "light snow"
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icon_state = "snowfall_light"
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temp_high = 268.15 // -5c
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temp_low = 263.15 // -10c
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light_modifier = 0.7
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transition_chances = list(
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WEATHER_LIGHT_SNOW = 75,
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WEATHER_OVERCAST = 25,
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WEATHER_SNOW = 10,
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WEATHER_RAIN = 5
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)
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observed_message = "It is snowing lightly."
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transition_messages = list(
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"Small snowflakes begin to fall from above.",
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"It begins to snow lightly.",
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)
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/datum/weather/virgo3c/snow
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name = "moderate snow"
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icon_state = "snowfall_med"
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temp_high = 268.15 // -5c
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temp_low = 263.15 // -10c
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wind_high = 2
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wind_low = 0
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light_modifier = 0.5
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flight_failure_modifier = 5
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transition_chances = list(
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WEATHER_SNOW = 75,
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WEATHER_LIGHT_SNOW = 25,
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WEATHER_BLIZZARD = 5
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)
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observed_message = "It is snowing."
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transition_messages = list(
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"It's starting to snow.",
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"The air feels much colder as snowflakes fall from above."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/outside_snow
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indoor_sounds_type = /datum/looping_sound/weather/inside_snow
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/datum/weather/virgo3c/blizzard
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name = "blizzard"
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icon_state = "snowfall_heavy"
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temp_high = 268.15 // -5c
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temp_low = 263.15 // -10c
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wind_high = 4
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wind_low = 2
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light_modifier = 0.3
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flight_failure_modifier = 10
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transition_chances = list(
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WEATHER_BLIZZARD = 50,
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WEATHER_SNOW = 50
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)
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observed_message = "A blizzard blows snow everywhere."
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transition_messages = list(
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"Strong winds howl around you as a blizzard appears.",
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"It starts snowing heavily, and it feels extremly cold now."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
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indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
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/datum/weather/virgo3c/rain
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name = "rain"
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icon_state = "rain"
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temp_high = 283.15 // 10c
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temp_low = 273.15 // 0c
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wind_high = 2
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wind_low = 1
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light_modifier = 0.5
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effect_message = "<span class='warning'>Rain falls on you.</span>"
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transition_chances = list(
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WEATHER_OVERCAST = 25,
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WEATHER_RAIN = 50,
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WEATHER_STORM = 10,
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WEATHER_LIGHT_SNOW = 5
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)
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observed_message = "It is raining."
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transition_messages = list(
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"The sky is dark, and rain falls down upon you."
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)
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/datum/weather/virgo3c/rain/process_effects()
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..()
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for(var/mob/living/L as anything in living_mob_list)
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if(L.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(L)
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if(!T.is_outdoors())
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continue // They're indoors, so no need to rain on them.
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// If they have an open umbrella, it'll guard from rain
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var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
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if(!istype(U) || !U.open)
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U = L.get_inactive_hand()
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if(istype(U) && U.open)
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if(show_message)
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to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
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continue
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L.water_act(1)
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if(show_message)
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to_chat(L, effect_message)
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/datum/weather/virgo3c/storm
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name = "storm"
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icon_state = "storm"
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temp_high = 283.15 // 10c
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temp_low = 273.15 // 0c
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wind_high = 4
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wind_low = 2
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light_modifier = 0.3
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flight_failure_modifier = 10
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effect_message = "<span class='warning'>Rain falls on you, drenching you in water.</span>"
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var/next_lightning_strike = 0 // world.time when lightning will strike.
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var/min_lightning_cooldown = 5 SECONDS
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var/max_lightning_cooldown = 1 MINUTE
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observed_message = "An intense storm pours down over the region."
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transition_messages = list(
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"You feel intense winds hit you as the weather takes a turn for the worst.",
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"Loud thunder is heard in the distance.",
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"A bright flash heralds the approach of a storm."
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)
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transition_chances = list(
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WEATHER_STORM = 50,
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WEATHER_RAIN = 50,
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WEATHER_BLIZZARD = 5,
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WEATHER_HAIL = 5
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)
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/datum/weather/virgo3c/storm/process_effects()
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..()
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for(var/mob/living/L as anything in living_mob_list)
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if(L.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(L)
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if(!T.is_outdoors())
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continue // They're indoors, so no need to rain on them.
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// If they have an open umbrella, it'll guard from rain
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var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
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if(!istype(U) || !U.open)
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U = L.get_inactive_hand()
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if(istype(U) && U.open)
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if(show_message)
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to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
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continue
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L.water_act(2)
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if(show_message)
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to_chat(L, effect_message)
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handle_lightning()
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// This gets called to do lightning periodically.
|
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// There is a seperate function to do the actual lightning strike, so that badmins can play with it.
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/datum/weather/virgo3c/storm/proc/handle_lightning()
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if(world.time < next_lightning_strike)
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return // It's too soon to strike again.
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next_lightning_strike = world.time + rand(min_lightning_cooldown, max_lightning_cooldown)
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var/turf/T = pick(holder.our_planet.planet_floors) // This has the chance to 'strike' the sky, but that might be a good thing, to scare reckless pilots.
|
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lightning_strike(T)
|
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|
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/datum/weather/virgo3c/hail
|
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name = "hail"
|
||||
icon_state = "hail"
|
||||
temp_high = 268.15 // -5c
|
||||
temp_low = 263.15 // -10c
|
||||
light_modifier = 0.3
|
||||
flight_failure_modifier = 15
|
||||
timer_low_bound = 2
|
||||
timer_high_bound = 5
|
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effect_message = "<span class='warning'>The hail smacks into you!</span>"
|
||||
|
||||
transition_chances = list(
|
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WEATHER_HAIL = 25,
|
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WEATHER_RAIN = 75
|
||||
)
|
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observed_message = "Ice is falling from the sky."
|
||||
transition_messages = list(
|
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"Ice begins to fall from the sky.",
|
||||
"It begins to hail.",
|
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"An intense chill is felt, and chunks of ice start to fall from the sky, towards you."
|
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)
|
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/datum/weather/virgo3c/hail/process_effects()
|
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..()
|
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for(var/mob/living/carbon/H as anything in human_mob_list)
|
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if(H.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(H)
|
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if(!T.is_outdoors())
|
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continue // They're indoors, so no need to pelt them with ice.
|
||||
|
||||
// If they have an open umbrella, it'll guard from hail
|
||||
var/obj/item/weapon/melee/umbrella/U = H.get_active_hand()
|
||||
if(!istype(U) || !U.open)
|
||||
U = H.get_inactive_hand()
|
||||
|
||||
if(istype(U) && U.open)
|
||||
if(show_message)
|
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to_chat(H, "<span class='notice'>Hail patters onto your umbrella.</span>")
|
||||
continue
|
||||
|
||||
var/target_zone = pick(BP_ALL)
|
||||
var/amount_blocked = H.run_armor_check(target_zone, "melee")
|
||||
var/amount_soaked = H.get_armor_soak(target_zone, "melee")
|
||||
|
||||
var/damage = rand(1,3)
|
||||
|
||||
if(amount_blocked >= 30)
|
||||
continue // No need to apply damage. Hardhats are 30. They should probably protect you from hail on your head.
|
||||
//Voidsuits are likewise 40, and riot, 80. Clothes are all less than 30.
|
||||
|
||||
if(amount_soaked >= damage)
|
||||
continue // No need to apply damage.
|
||||
|
||||
H.apply_damage(damage, BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
|
||||
if(show_message)
|
||||
to_chat(H, effect_message)
|
||||
|
||||
/datum/weather/virgo3c/blood_moon
|
||||
name = "blood moon"
|
||||
light_modifier = 0.5
|
||||
light_color = "#FF0000"
|
||||
temp_high = 283.15 // 10c
|
||||
temp_low = 273.15 // 0c
|
||||
flight_failure_modifier = 25
|
||||
transition_chances = list(
|
||||
WEATHER_BLOODMOON = 75,
|
||||
WEATHER_CLEAR = 25
|
||||
)
|
||||
observed_message = "Everything is red. Something really ominous is going on."
|
||||
transition_messages = list(
|
||||
"The sky turns blood red!"
|
||||
)
|
||||
outdoor_sounds_type = /datum/looping_sound/weather/wind
|
||||
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
|
||||
|
||||
// Ash and embers fall forever, such as from a volcano or something.
|
||||
/datum/weather/virgo3c/emberfall
|
||||
name = "emberfall"
|
||||
icon_state = "ashfall_light"
|
||||
light_modifier = 0.7
|
||||
light_color = "#880000"
|
||||
temp_high = 293.15 // 20c
|
||||
temp_low = 283.15 // 10c
|
||||
flight_failure_modifier = 20
|
||||
transition_chances = list(
|
||||
WEATHER_ASH_STORM = 100
|
||||
)
|
||||
observed_message = "Soot, ash, and embers float down from above."
|
||||
transition_messages = list(
|
||||
"Gentle embers waft down around you like black snow. A wall of dark, glowing ash approaches in the distance..."
|
||||
)
|
||||
outdoor_sounds_type = /datum/looping_sound/weather/wind
|
||||
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
|
||||
|
||||
// Like the above but a lot more harmful.
|
||||
/datum/weather/virgo3c/ash_storm
|
||||
name = "ash storm"
|
||||
icon_state = "ashfall_heavy"
|
||||
light_modifier = 0.1
|
||||
light_color = "#FF0000"
|
||||
temp_high = 313.15 // 40c
|
||||
temp_low = 303.15 // 30c
|
||||
wind_high = 6
|
||||
wind_low = 3
|
||||
flight_failure_modifier = 50
|
||||
transition_chances = list(
|
||||
WEATHER_ASH_STORM = 5,
|
||||
WEATHER_CLEAR = 95
|
||||
)
|
||||
observed_message = "All that can be seen is black smoldering ash."
|
||||
transition_messages = list(
|
||||
"Smoldering clouds of scorching ash billow down around you!"
|
||||
)
|
||||
// Lets recycle.
|
||||
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
|
||||
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
|
||||
|
||||
/datum/weather/virgo3c/ash_storm/process_effects()
|
||||
..()
|
||||
for(var/mob/living/L as anything in living_mob_list)
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.is_outdoors())
|
||||
continue // They're indoors, so no need to burn them with ash.
|
||||
else if (isanimal(L))
|
||||
continue //Don't murder the wildlife, they live here it's fine
|
||||
|
||||
L.inflict_heat_damage(1)
|
||||
to_chat(L, "<span class='warning'>Smoldering ash singes you!</span>")
|
||||
|
||||
// Totally radical.
|
||||
/datum/weather/virgo3c/fallout
|
||||
name = "fallout"
|
||||
icon_state = "fallout"
|
||||
light_modifier = 0.7
|
||||
light_color = "#CCFFCC"
|
||||
flight_failure_modifier = 30
|
||||
transition_chances = list(
|
||||
WEATHER_FALLOUT = 100
|
||||
)
|
||||
observed_message = "Radioactive soot and ash rains down from the heavens."
|
||||
transition_messages = list(
|
||||
"Radioactive soot and ash start to float down around you, contaminating whatever they touch."
|
||||
)
|
||||
outdoor_sounds_type = /datum/looping_sound/weather/wind
|
||||
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
|
||||
|
||||
// How much radiation a mob gets while on an outside tile.
|
||||
var/direct_rad_low = RAD_LEVEL_LOW
|
||||
var/direct_rad_high = RAD_LEVEL_MODERATE
|
||||
|
||||
// How much radiation is bursted onto a random tile near a mob.
|
||||
var/fallout_rad_low = RAD_LEVEL_HIGH
|
||||
var/fallout_rad_high = RAD_LEVEL_VERY_HIGH
|
||||
|
||||
/datum/weather/virgo3c/fallout/process_effects()
|
||||
..()
|
||||
for(var/mob/living/L as anything in living_mob_list)
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
irradiate_nearby_turf(L)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.is_outdoors())
|
||||
continue // They're indoors, so no need to irradiate them with fallout.
|
||||
|
||||
L.rad_act(rand(direct_rad_low, direct_rad_high))
|
||||
|
||||
// This makes random tiles near people radioactive for awhile.
|
||||
// Tiles far away from people are left alone, for performance.
|
||||
/datum/weather/virgo3c/fallout/proc/irradiate_nearby_turf(mob/living/L)
|
||||
if(!istype(L))
|
||||
return
|
||||
var/list/turfs = RANGE_TURFS(world.view, L)
|
||||
var/turf/T = pick(turfs) // We get one try per tick.
|
||||
if(!istype(T))
|
||||
return
|
||||
if(T.is_outdoors())
|
||||
SSradiation.radiate(T, rand(fallout_rad_low, fallout_rad_high))
|
||||
|
||||
/turf/unsimulated/wall/planetary/virgo3c
|
||||
name = "impassable rock"
|
||||
desc = "It's quite impassable"
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
icon_state = "rock-dark"
|
||||
alpha = 0xFF
|
||||
VIRGO3C_SET_ATMOS
|
||||
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/mineral/cave)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/newdirt)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/newdirt_nograss)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk/side)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk/slab)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/water)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/reinforced)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/glass/reinforced)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/open)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled/dark)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/mineral)
|
||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor)
|
||||
|
||||
/turf/simulated/floor/outdoors/grass/virgo3c
|
||||
VIRGO3C_SET_ATMOS
|
||||
|
||||
grass_types = list(
|
||||
/obj/structure/flora/ausbushes/sparsegrass = 50,
|
||||
/obj/structure/flora/ausbushes/fullgrass = 50,
|
||||
/obj/structure/flora/ausbushes/brflowers = 1,
|
||||
/obj/structure/flora/ausbushes/ppflowers = 1,
|
||||
/obj/structure/flora/ausbushes/ywflowers = 1
|
||||
)
|
||||
|
||||
/turf/simulated/floor/outdoors/grass/forest/virgo3c
|
||||
VIRGO3C_SET_ATMOS
|
||||
var/tree_chance = 5
|
||||
|
||||
var/animal_chance = 0.5
|
||||
var/animal_types = list(
|
||||
/mob/living/simple_mob/vore/alienanimals/teppi = 5,
|
||||
/mob/living/simple_mob/vore/redpanda = 20,
|
||||
/mob/living/simple_mob/vore/redpanda/fae = 1,
|
||||
/mob/living/simple_mob/vore/sheep = 10,
|
||||
/mob/living/simple_mob/vore/rabbit/black = 10,
|
||||
/mob/living/simple_mob/vore/rabbit/white = 10,
|
||||
/mob/living/simple_mob/vore/rabbit/brown = 10,
|
||||
/mob/living/simple_mob/vore/leopardmander = 1,
|
||||
/mob/living/simple_mob/vore/horse/big = 5,
|
||||
/mob/living/simple_mob/vore/bigdragon/friendly = 0.5,
|
||||
/mob/living/simple_mob/vore/alienanimals/dustjumper = 10
|
||||
)
|
||||
|
||||
|
||||
/turf/simulated/floor/outdoors/grass/forest/virgo3c/Initialize()
|
||||
if(tree_chance && prob(tree_chance) && !check_density())
|
||||
new /obj/structure/flora/tree/bigtree(src)
|
||||
|
||||
if(animal_chance && prob(animal_chance) && !check_density())
|
||||
var/animal_type = pickweight(animal_types)
|
||||
new animal_type(src)
|
||||
|
||||
. = ..()
|
||||
|
||||
//VIRGO3C_SET_ATMOS()
|
||||
Reference in New Issue
Block a user