New planet: Thor (#7906)

This commit is contained in:
tacoguy7765093
2024-03-13 13:24:05 +01:00
committed by GitHub
parent 80cf829d13
commit 3eebe8790b
15 changed files with 72992 additions and 317 deletions
+10
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@@ -2669,3 +2669,13 @@ var/list/the_station_areas = list (
name = "\improper Baby_mammoth"
icon_state = "shuttlered"
requires_power = 1
/area/shuttle/spacebus
name = "\improper Space Bus"
icon_state = "shuttlered"
requires_power = 1
/area/shuttle/junker
name = "\improper Junker"
icon_state = "shuttlered"
requires_power = 1
+1 -1
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@@ -29,7 +29,7 @@ GLOBAL_LIST_EMPTY(all_waypoints)
var/speedlimit = 1/(20 SECONDS) //top speed for autopilot, 5
var/accellimit = 0.001 //manual limiter for acceleration
req_one_access = list(access_pilot) //VOREStation Edit
ai_control = TRUE //VOREStation Edit - AI/Borgs shouldn't really be flying off in ships without crew help // Chompstation Edit - Not an issue on this server, use of shuttles is extremely rare also .
ai_control = FALSE //VOREStation Edit - AI/Borgs shouldn't really be flying off in ships without crew help // Chompstation Edit - Not an issue on this server, use of shuttles is extremely rare also . //Chompeditedit - No
// fancy sprite
/obj/machinery/computer/ship/helm/adv
+615
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@@ -0,0 +1,615 @@
var/datum/planet/thor/planet_thor = null
/datum/time/thor
seconds_in_day = 24 HOURS
/datum/planet/thor
name = "Thor"
desc = "Sif's moon, heavy in flora and fauna." //rewrite me
current_time = new /datum/time/thor()
// expected_z_levels = list(1) // This is defined elsewhere.
planetary_wall_type = /turf/unsimulated/wall/planetary/normal/thor
/datum/planet/thor/New()
..()
planet_thor = src
weather_holder = new /datum/weather_holder/thor(src)
/datum/planet/thor/update_sun()
..()
var/datum/time/time = current_time
var/length_of_day = time.seconds_in_day / 10 / 60 / 60
var/noon = length_of_day / 2
var/distance_from_noon = abs(text2num(time.show_time("hh")) - noon)
sun_position = distance_from_noon / noon
sun_position = abs(sun_position - 1)
var/low_brightness = null
var/high_brightness = null
var/low_color = null
var/high_color = null
var/min = 0
switch(sun_position)
if(0 to 0.20) // Night
low_brightness = 0.3
low_color = "#000066"
high_brightness = 0.5
high_color = "#66004D"
min = 0
if(0.20 to 0.30) // Twilight
low_brightness = 0.5
low_color = "#66004D"
high_brightness = 0.9
high_color = "#CC3300"
min = 0.40
if(0.30 to 0.40) // Sunrise/set
low_brightness = 0.9
low_color = "#CC3300"
high_brightness = 3.0
high_color = "#FF9933"
min = 0.50
if(0.40 to 1.00) // Noon
low_brightness = 3.0
low_color = "#fff3ad"
high_brightness = 10.0
high_color = "#f9ffa7"
min = 0.70
var/interpolate_weight = (abs(min - sun_position)) * 4
var/weather_light_modifier = 1
if(weather_holder && weather_holder.current_weather)
weather_light_modifier = weather_holder.current_weather.light_modifier
var/new_brightness = (LERP(low_brightness, high_brightness, interpolate_weight) ) * weather_light_modifier
var/new_color = null
if(weather_holder && weather_holder.current_weather && weather_holder.current_weather.light_color)
new_color = weather_holder.current_weather.light_color
else
var/list/low_color_list = hex2rgb(low_color)
var/low_r = low_color_list[1]
var/low_g = low_color_list[2]
var/low_b = low_color_list[3]
var/list/high_color_list = hex2rgb(high_color)
var/high_r = high_color_list[1]
var/high_g = high_color_list[2]
var/high_b = high_color_list[3]
var/new_r = LERP(low_r, high_r, interpolate_weight)
var/new_g = LERP(low_g, high_g, interpolate_weight)
var/new_b = LERP(low_b, high_b, interpolate_weight)
new_color = rgb(new_r, new_g, new_b)
spawn(1)
update_sun_deferred(new_brightness, new_color)
//todo, remove snow and other weathers, this is copypastad from v4
/datum/weather_holder/thor
temperature = 313
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/thor/clear(),
WEATHER_OVERCAST = new /datum/weather/thor/overcast(),
WEATHER_LIGHT_SNOW = new /datum/weather/thor/light_snow(),
WEATHER_SNOW = new /datum/weather/thor/snow(),
WEATHER_BLIZZARD = new /datum/weather/thor/blizzard(),
WEATHER_RAIN = new /datum/weather/thor/rain(),
WEATHER_STORM = new /datum/weather/thor/storm(),
WEATHER_HAIL = new /datum/weather/thor/hail(),
WEATHER_FOG = new /datum/weather/thor/fog(),
WEATHER_BLOOD_MOON = new /datum/weather/thor/blood_moon(),
WEATHER_EMBERFALL = new /datum/weather/thor/emberfall(),
WEATHER_ASH_STORM = new /datum/weather/thor/ash_storm(),
WEATHER_ASH_STORM_SAFE = new /datum/weather/thor/ash_storm_safe(),
WEATHER_FALLOUT = new /datum/weather/thor/fallout(),
WEATHER_FALLOUT_TEMP = new /datum/weather/thor/fallout/temp(),
WEATHER_CONFETTI = new /datum/weather/thor/confetti()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 20,
WEATHER_OVERCAST = 10,
WEATHER_RAIN = 50
)
/datum/weather/thor
name = "thor"
temp_high = 313.15 // 40c
temp_low = 298.15 // 25c
/datum/weather/thor/clear
name = "clear"
transition_chances = list(
WEATHER_RAIN = 60,
WEATHER_CLEAR = 10,
WEATHER_OVERCAST = 20)
transition_messages = list(
"The sky clears up.",
"The sky is visible.",
"The weather is calm."
)
sky_visible = TRUE
observed_message = "The sky is clear."
imminent_transition_message = "The sky is rapidly clearing up."
/datum/weather/thor/overcast
name = "overcast"
temp_high = 308.15 // 35c
temp_low = 298.15 // 25c
light_modifier = 0.8
transition_chances = list(
WEATHER_CLEAR = 5,
WEATHER_OVERCAST = 50,
WEATHER_RAIN = 40
)
observed_message = "It is overcast, all you can see are clouds."
transition_messages = list(
"All you can see above are clouds.",
"Clouds cut off your view of the sky.",
"It's very cloudy."
)
imminent_transition_message = "Benign clouds are quickly gathering."
/datum/weather/thor/light_snow
name = "light snow"
icon_state = "snowfall_light"
temp_high = 268.15 // -5c
temp_low = 263.15 // -10c
light_modifier = 0.7
transition_chances = list(
WEATHER_LIGHT_SNOW = 15,
WEATHER_OVERCAST = 80
)
observed_message = "It is snowing lightly."
transition_messages = list(
"Small snowflakes begin to fall from above.",
"It begins to snow lightly.",
)
imminent_transition_message = "It appears a light snow is about to start."
/datum/weather/thor/snow
name = "moderate snow"
icon_state = "snowfall_med"
temp_high = 268.15 // -5c
temp_low = 263.15 // -10c
wind_high = 2
wind_low = 0
light_modifier = 0.5
flight_failure_modifier = 5
transition_chances = list(
WEATHER_SNOW = 10,
WEATHER_LIGHT_SNOW = 80
)
observed_message = "It is snowing."
transition_messages = list(
"It's starting to snow.",
"The air feels much colder as snowflakes fall from above."
)
imminent_transition_message = "A snowfall is starting."
outdoor_sounds_type = /datum/looping_sound/weather/outside_snow
indoor_sounds_type = /datum/looping_sound/weather/inside_snow
/*
/datum/weather/thor/snow/process_effects()
..()
for(var/turf/simulated/floor/outdoors/snow/S as anything in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
if(S.z in holder.our_planet.expected_z_levels)
for(var/dir_checked in cardinal)
var/turf/simulated/floor/T = get_step(S, dir_checked)
if(istype(T))
if(istype(T, /turf/simulated/floor/outdoors) && prob(33))
T.chill()
*/
/datum/weather/thor/blizzard
name = "blizzard"
icon_state = "snowfall_heavy"
temp_high = 268.15 // -5c
temp_low = 263.15 // -10c
wind_high = 4
wind_low = 2
light_modifier = 0.3
flight_failure_modifier = 10
transition_chances = list(
WEATHER_BLIZZARD = 5,
WEATHER_SNOW = 80
)
observed_message = "A blizzard blows snow everywhere."
transition_messages = list(
"Strong winds howl around you as a blizzard appears.",
"It starts snowing heavily, and it feels extremly cold now."
)
imminent_transition_message = "Wind is howling. Blizzard is coming."
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
/*
/datum/weather/thor/blizzard/process_effects()
..()
for(var/turf/simulated/floor/outdoors/snow/S as anything in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
if(S.z in holder.our_planet.expected_z_levels)
for(var/dir_checked in cardinal)
var/turf/simulated/floor/T = get_step(S, dir_checked)
if(istype(T))
if(istype(T, /turf/simulated/floor/outdoors) && prob(50))
T.chill()
*/
/datum/weather/thor/rain
name = "rain"
icon_state = "rain"
temp_high = 308.15 // 35c
temp_low = 298.15 // 25c
wind_high = 2
wind_low = 1
light_modifier = 0.5
effect_message = "<span class='warning'>Rain falls on you.</span>"
transition_chances = list(
WEATHER_OVERCAST = 25,
WEATHER_RAIN = 50
)
observed_message = "It is raining."
transition_messages = list(
"The sky is dark, and rain falls down upon you."
)
imminent_transition_message = "Light drips of water are starting to fall from the sky."
outdoor_sounds_type = /datum/looping_sound/weather/rain
indoor_sounds_type = /datum/looping_sound/weather/rain/indoors
/datum/weather/thor/rain/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 rain on them.
// If they have an open umbrella, it'll guard from rain
var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
if(!istype(U) || !U.open)
U = L.get_inactive_hand()
if(istype(U) && U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
L.water_act(1)
if(show_message)
to_chat(L, effect_message)
/datum/weather/thor/storm
name = "storm"
icon_state = "storm"
wind_high = 4
wind_low = 2
light_modifier = 0.3
flight_failure_modifier = 10
effect_message = "<span class='warning'>Rain falls on you, drenching you in water.</span>"
var/next_lightning_strike = 0 // world.time when lightning will strike.
var/min_lightning_cooldown = 5 SECONDS
var/max_lightning_cooldown = 1 MINUTE
observed_message = "An intense storm pours down over the region."
transition_messages = list(
"You feel intense winds hit you as the weather takes a turn for the worst.",
"Loud thunder is heard in the distance.",
"A bright flash heralds the approach of a storm."
)
imminent_transition_message = "You can hear distant thunder. Storm is coming."
outdoor_sounds_type = /datum/looping_sound/weather/rain
indoor_sounds_type = /datum/looping_sound/weather/rain/indoors
transition_chances = list(
WEATHER_STORM = 10,
WEATHER_RAIN = 80
)
/datum/weather/thor/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 rain on them.
// If they have an open umbrella, it'll guard from rain
var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
if(!istype(U) || !U.open)
U = L.get_inactive_hand()
if(istype(U) && U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
continue
L.water_act(2)
if(show_message)
to_chat(L, effect_message)
handle_lightning()
// This gets called to do lightning periodically.
// There is a seperate function to do the actual lightning strike, so that badmins can play with it.
/datum/weather/thor/storm/proc/handle_lightning()
if(world.time < next_lightning_strike)
return // It's too soon to strike again.
next_lightning_strike = world.time + rand(min_lightning_cooldown, max_lightning_cooldown)
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.
lightning_strike(T)
/datum/weather/thor/hail
name = "hail"
icon_state = "hail"
light_modifier = 0.3
flight_failure_modifier = 15
timer_low_bound = 2
timer_high_bound = 5
effect_message = "<span class='warning'>The hail smacks into you!</span>"
transition_chances = list(
WEATHER_HAIL = 10,
WEATHER_SNOW = 40,
WEATHER_RAIN = 40
)
observed_message = "Ice is falling from the sky."
transition_messages = list(
"Ice begins to fall from the sky.",
"It begins to hail.",
"An intense chill is felt, and chunks of ice start to fall from the sky, towards you."
)
imminent_transition_message = "Small bits of ice are falling from the sky, growing larger by the second. Hail is starting, get to cover!"
/datum/weather/thor/hail/process_effects()
..()
for(var/mob/living/carbon/H as anything in human_mob_list)
if(H.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(H)
if(!T.is_outdoors())
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)
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/thor/fog
name = "fog"
icon_state = "fog"
wind_high = 1
wind_low = 0
light_modifier = 0.7
temp_high = 283.15 // 10c
temp_low = 273.15 // 0c
transition_chances = list(
WEATHER_FOG = 10,
WEATHER_OVERCAST = 15
)
observed_message = "A fogbank has rolled over the region."
transition_messages = list(
"Fog rolls in.",
"Visibility falls as the air becomes dense.",
"The clouds drift lower, as if to smother the forests."
)
imminent_transition_message = "Clouds are drifting down as the area is getting foggy."
outdoor_sounds_type = /datum/looping_sound/weather/wind
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
/datum/weather/thor/blood_moon
name = "blood moon"
light_modifier = 0.5
light_color = "#FF0000"
temp_high = 293.15 // 20c
temp_low = 283.15 // 10c
flight_failure_modifier = 25
transition_chances = list(
WEATHER_BLOOD_MOON = 100
)
observed_message = "Everything is red. Something really ominous is going on."
transition_messages = list(
"The sky turns blood red!"
)
imminent_transition_message = "The sky is turning red. Blood Moon is starting."
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/thor/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_EMBERFALL = 100
)
observed_message = "Soot, ash, and embers float down from above."
transition_messages = list(
"Gentle embers waft down around you like grotesque snow."
)
imminent_transition_message = "Dark smoke is filling the sky, as ash and embers start to rain down."
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/thor/ash_storm
name = "ash storm"
icon_state = "ashfall_heavy"
light_modifier = 0.1
light_color = "#FF0000"
temp_high = 323.15 // 50c
temp_low = 313.15 // 40c
wind_high = 6
wind_low = 3
flight_failure_modifier = 50
transition_chances = list(
WEATHER_ASH_STORM = 100
)
observed_message = "All that can be seen is black smoldering ash."
transition_messages = list(
"Smoldering clouds of scorching ash billow down around you!"
)
imminent_transition_message = "Dark smoke is filling the sky, as ash and embers fill the air and wind is picking up too. Ashstorm is coming, get to cover!"
// Lets recycle.
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
/datum/weather/thor/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.
L.inflict_heat_damage(rand(1, 3))
//A non-lethal variant of the ash_storm. Stays on indefinitely.
/datum/weather/thor/ash_storm_safe
name = "light ash storm"
icon_state = "ashfall_moderate"
light_modifier = 0.1
light_color = "#FF0000"
temp_high = 323.15 // 50c
temp_low = 313.15 // 40c
wind_high = 6
wind_low = 3
flight_failure_modifier = 50
transition_chances = list(
WEATHER_ASH_STORM_SAFE = 100
)
observed_message = "All that can be seen is black smoldering ash."
transition_messages = list(
"Smoldering clouds of scorching ash billow down around you!"
)
imminent_transition_message = "Dark smoke is filling the sky, as ash and embers fill the air and wind is picking up too."
// Lets recycle.
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
// Totally radical.
/datum/weather/thor/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."
)
imminent_transition_message = "Sky and clouds are growing sickly green... Radiation storm is approaching, get to cover!"
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/thor/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/thor/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))
/datum/weather/thor/fallout/temp
name = "short-term fallout"
timer_low_bound = 1
timer_high_bound = 3
transition_chances = list(
WEATHER_FALLOUT = 10,
WEATHER_RAIN = 50,
WEATHER_FOG = 35,
WEATHER_STORM = 20,
WEATHER_OVERCAST = 5
)
/datum/weather/thor/confetti
name = "confetti"
icon_state = "confetti"
transition_chances = list(
WEATHER_CLEAR = 50,
WEATHER_OVERCAST = 20,
WEATHER_CONFETTI = 5
)
observed_message = "Confetti is raining from the sky."
transition_messages = list(
"Suddenly, colorful confetti starts raining from the sky."
)
imminent_transition_message = "A rain is starting... A rain of confetti...?"
/turf/unsimulated/wall/planetary/normal/thor
name = "deep ocean"
alpha = 0
/obj/machinery/power/smes/buildable/offmap_spawn/empty/New()
..(1)
charge = 0
RCon = TRUE
input_level = input_level_max
output_level = output_level_max
input_attempt = TRUE
@@ -0,0 +1,302 @@
//Atmosphere properties //CHOMP Comment: I guess this THOR planetary information should go here. THOR is a gas giant, it ain't gonna be getting very many other maps.
#define THOR_ONE_ATMOSPHERE 101.5 //kPa
#define THOR_AVG_TEMP 313 //kelvin
#define THOR_PER_N2 0.65 //percent
#define THOR_PER_O2 0.35
#define THOR_PER_N2O 0.00 //Currently no capacity to 'start' a turf with this. See turf.dm
#define THOR_PER_CO2 0.00
#define THOR_PER_PHORON 0.00
//Math only beyond this point
#define THOR_MOL_PER_TURF (THOR_ONE_ATMOSPHERE*CELL_VOLUME/(THOR_AVG_TEMP*R_IDEAL_GAS_EQUATION))
#define THOR_MOL_N2 (THOR_MOL_PER_TURF * THOR_PER_N2)
#define THOR_MOL_O2 (THOR_MOL_PER_TURF * THOR_PER_O2)
#define THOR_MOL_N2O (THOR_MOL_PER_TURF * THOR_PER_N2O)
#define THOR_MOL_CO2 (THOR_MOL_PER_TURF * THOR_PER_CO2)
#define THOR_MOL_PHORON (THOR_MOL_PER_TURF * THOR_PER_PHORON)
//Turfmakers
#define THOR_SET_ATMOS nitrogen=THOR_MOL_N2;oxygen=THOR_MOL_O2;carbon_dioxide=THOR_MOL_CO2;phoron=THOR_MOL_PHORON;temperature=THOR_AVG_TEMP
#define THOR_TURF_CREATE(x) x/THOR/nitrogen=THOR_MOL_N2;x/THOR/oxygen=THOR_MOL_O2;x/THOR/carbon_dioxide=THOR_MOL_CO2;x/THOR/phoron=THOR_MOL_PHORON;x/THOR/temperature=THOR_AVG_TEMP;x/THOR/color="#eacd7c"
/obj/effect/overmap/visitable/planet/thor
name = "Thor"
desc = "Inhabited terrestrial natural saterlite of Sif"
scanner_desc = @{"[i]Stellar Body[/i]: Thor
[i]Registration[/i]: Vir System Authority
[i]Class[/i]: Installation
[i]Transponder[/i]: Transmitting (CIV), Vir IFF
[b]Notice[/b]: The Vir government welcomes you to this world."}
map_z = list(Z_LEVEL_JUNGLE)
initial_generic_waypoints = list("thor_nw","thor_e","spacebus_jungle")
start_x = 11
start_y = 17
known = TRUE
skybox_offset_x = 128
skybox_offset_y = 128
surface_color = "#176422"
mountain_color = "#093314"
water_color = "#086dcc"
ice_color = "#f5ffff"
atmosphere_color = "#54c0ce"
icon_state = "lush"
/obj/effect/overmap/visitable/planet/thor/get_skybox_representation()
var/image/tmp = ..()
tmp.pixel_x = skybox_offset_x
tmp.pixel_y = skybox_offset_y
return tmp
/obj/effect/overmap/visitable/planet/thor/Initialize()
atmosphere = new(CELL_VOLUME) // Necessary for the planet overmap icon to generate properly, but gas type does not seem to matter.
atmosphere.adjust_gas_temp("carbon_dioxide", THOR_MOL_CO2, THOR_AVG_TEMP)
atmosphere.adjust_gas_temp("nitrogen", THOR_MOL_N2, THOR_AVG_TEMP)
atmosphere.adjust_gas_temp("oxygen", THOR_MOL_O2, THOR_AVG_TEMP)
. = ..()
docking_codes = null
//AREAS
/area/surface/thor/med
name = "Jungle Outpost Medical"
icon_state = "medbay"
/area/surface/thor/engi
name = "Jungle Outpost Solars"
icon_state = "engineering"
/area/surface/thor/janitor
name = "Jungle Outpost Custodions"
icon_state = "janitor"
/area/surface/thor/kitchen
name = "Jungle Outpost Kitchen"
icon_state = "cafeteria"
/area/surface/thor/bar
name = "Jungle Outpost Bar"
icon_state = "cafeteria"
/area/surface/thor/dorms
name = "Jungle Outpost Generic Dorms"
icon_state = "Sleep"
soundproofed = TRUE
limit_mob_size = FALSE
block_suit_sensors = TRUE
flags = RAD_SHIELDED
block_tracking = TRUE
/area/surface/thor/dorms/pool1
name = "Jungle Outpost Pool Shack 1"
/area/surface/thor/dorms/pool2
name = "Jungle Outpost Pool Shack 2"
/area/surface/thor/dorms/pool3
name = "Jungle Outpost Pool Shack 3"
/area/surface/outside/thor/pool
name = "Jungle Swimming Pool"
icon_state = "bluenew"
always_unpowered = FALSE
/area/surface/outside/thor/landingpad
name = "Space Bus Landing Pad"
icon_state = "bluenew"
/area/surface/outside/thor/outpost
name = "Jungle Outpost Perimiter"
icon_state = "green"
/area/surface/outside/thor/jungle
name = "Jungle"
icon_state = "green"
/area/surface/outside/thor/jungle/deep
name = "Untamed Jungles"
icon_state = "green"
/area/surface/outside/thor/beach
name = "Tropical Beach"
icon_state = "away"
/area/surface/outside/thor/ocean
name = "Tropical Ocean"
icon_state = "bluenew"
/area/surface/thor/caves
name = "Tropical Caves"
icon_state = "darkred"
always_unpowered = TRUE
/area/surface/thor/abandonedhouse
name = "Jungle Abandoned House"
icon_state = "away1"
/area/surface/thor/commstower
name = "Jungle Comms Tower"
icon_state = "away1"
//TURFS (mostly existing turfs with armos changes)
/turf/unsimulated/wall/planetary/normal/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/mineral/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/outdoors/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/outdoors/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/water/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/shuttle/floor/alienplating/external/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/shuttle/floor/voidcraft/external/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/shuttle/floor/voidcraft/external/dark/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/shuttle/floor/voidcraft/external/light/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/plating/external/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/tiled/external/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/outdoors/mud/thor/planetuse
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/outdoors/rocks/thor/planetuse
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/tiled/thor/planetuse
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
outdoors = OUTDOORS_YES
/turf/simulated/floor/tiled/steel/thor/planetuse
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
outdoors = OUTDOORS_YES
/turf/simulated/floor/plating/thor/planetuse
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
outdoors = OUTDOORS_YES
/turf/simulated/floor/outdoors/grass/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
var/tree_chance = 5
/turf/simulated/floor/outdoors/grass/heavy/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
var/tree_chance = 10
/turf/simulated/floor/outdoors/grass/forest/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
var/tree_chance = 10
/turf/simulated/floor/outdoors/dirt/thor/planetuse
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/reinforced/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/concrete/outdoors/thor
outdoors = TRUE
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/tiled/asteroid_steel/outdoors/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/beach/sand/desert/outdoors/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/outdoors/desert_planet/gravel/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/outdoors/desert_planet/sand/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/mineral/floor/cave/thor
oxygen = THOR_MOL_O2
nitrogen = THOR_MOL_N2
temperature = THOR_AVG_TEMP
/turf/simulated/floor/outdoors/grass/thor/Initialize()
if(tree_chance && prob(tree_chance) && !check_density())
new /obj/structure/flora/tree/jungle(src)
. = ..()
/turf/simulated/floor/outdoors/grass/heavy/thor/Initialize()
if(tree_chance && prob(tree_chance) && !check_density())
new /obj/structure/flora/tree/jungle(src)
. = ..()
/turf/simulated/floor/outdoors/grass/forest/thor/Initialize()
if(tree_chance && prob(tree_chance) && !check_density())
new /obj/structure/flora/tree/jungle(src)
grass_types = list(
/obj/structure/flora/ausbushes/fullgrass = 40,
/obj/structure/flora/ausbushes/sparsegrass = 40,
/obj/structure/prop/desert_planet64x64/palmuria = 10,
/obj/structure/prop/desert_planet64x64/palmuria1 = 10
)
. = ..()
File diff suppressed because it is too large Load Diff
+29
View File
@@ -66,6 +66,8 @@
extra_z_levels = list(Z_LEVEL_TRANSIT, Z_LEVEL_MISC,Z_LEVEL_SURFACE, Z_LEVEL_SURFACE_MINE, Z_LEVEL_SURFACE_WILD, Z_LEVEL_SURFACE_VALLEY) //This should allow for comms to reach people from the station. Basically this defines all the areas of Southern Cross and the Sif local system on the overmap.
// "Z_LEVEL_SURFACE_SKYLANDS, " //removed due to lack of use
var/mob_announce_cooldown = 0
initial_generic_waypoints = list(
"d1_aux_a",
@@ -83,6 +85,7 @@
"d2_w3_a",
"d2_w3_c",
"d2_w3_e",
"hangar_2",
"d2_near_ne",
"d2_near_nw",
"d2_near_se",
@@ -102,6 +105,32 @@
Z_LEVEL_STATION_THREE,
Z_LEVEL_MISC)
/obj/effect/overmap/visitable/sector/Southern_Cross/Crossed(var/atom/movable/AM)
. = ..()
announce_atc(AM,going = FALSE)
/obj/effect/overmap/visitable/sector/Southern_Cross/Uncrossed(var/atom/movable/AM)
. = ..()
announce_atc(AM,going = TRUE)
/obj/effect/overmap/visitable/sector/Southern_Cross/proc/announce_atc(var/atom/movable/AM, var/going = FALSE)
if(istype(AM, /obj/effect/overmap/visitable/ship/simplemob))
if(world.time < mob_announce_cooldown)
return
else
mob_announce_cooldown = world.time + 5 MINUTES
var/message = "Sensor contact for vessel '[AM.name]' has [going ? "left" : "entered"] ATC control area."
//For landables, we need to see if their shuttle is cloaked
if(istype(AM, /obj/effect/overmap/visitable/ship/landable))
var/obj/effect/overmap/visitable/ship/landable/SL = AM //Phew
var/datum/shuttle/autodock/multi/shuttle = SSshuttles.shuttles[SL.shuttle]
if(!istype(shuttle) || !shuttle.cloaked) //Not a multishuttle (the only kind that can cloak) or not cloaked
atc.msg(message)
//For ships, it's safe to assume they're big enough to not be sneaky
else if(istype(AM, /obj/effect/overmap/visitable/ship))
atc.msg(message)
/obj/effect/overmap/visitable/planet/Sif/Initialize()
. = ..()
docking_codes = null
+49
View File
@@ -15,6 +15,7 @@
vessel_mass = 3000
vessel_size = SHIP_SIZE_SMALL
shuttle = "Stargazer"
known = TRUE
/obj/machinery/computer/shuttle_control/explore/stargazer
name = "short jump console"
@@ -37,6 +38,7 @@
vessel_mass = 6000
vessel_size = SHIP_SIZE_SMALL
shuttle = "Baby_mammoth"
known = TRUE
/obj/machinery/computer/shuttle_control/explore/baby_mammoth
name = "short jump console"
@@ -59,6 +61,7 @@
vessel_mass = 3500
vessel_size = SHIP_SIZE_SMALL
shuttle = "Ursula"
known = TRUE
/obj/machinery/computer/shuttle_control/explore/ursula
name = "short jump console"
@@ -81,6 +84,7 @@
vessel_mass = 1500
vessel_size = SHIP_SIZE_SMALL
shuttle = "Needle"
known = TRUE
/obj/machinery/computer/shuttle_control/explore/needle
name = "short jump console"
@@ -103,8 +107,53 @@
vessel_mass = 5500
vessel_size = SHIP_SIZE_SMALL
shuttle = "Echidna"
known = TRUE
/obj/machinery/computer/shuttle_control/explore/echidna
name = "short jump console"
shuttle_tag = "Echidna"
req_one_access = list(access_pilot)
//Spacebus
/datum/shuttle/autodock/overmap/spacebus
name = "Space Bus"
warmup_time = 4
current_location = "hangar_2"
docking_controller_tag = "spacebus"
shuttle_area = /area/shuttle/spacebus
fuel_consumption = 1
move_direction = NORTH
/obj/effect/overmap/visitable/ship/landable/spacebus
name = "Space Bus"
desc = "Southern Cross' civilian transport vessel"
vessel_mass = 2000
vessel_size = SHIP_SIZE_SMALL
shuttle = "Space Bus"
known = TRUE
/obj/machinery/computer/shuttle_control/explore/spacebus
name = "short jump console"
shuttle_tag = "Space Bus"
req_one_access = list(access_pilot)
//POI Junker
/datum/shuttle/autodock/overmap/junker
name = "Junker"
warmup_time = 4
current_location = "junkspawn"
docking_controller_tag = "junker"
shuttle_area = /area/shuttle/junker
fuel_consumption = 1
move_direction = NORTH
/obj/effect/overmap/visitable/ship/landable/junker
name = "Junker"
desc = "Small class ship, non-NT property."
vessel_mass = 500
vessel_size = SHIP_SIZE_SMALL
shuttle = "Junker"
/obj/machinery/computer/shuttle_control/explore/junker
name = "short jump console"
shuttle_tag = "Junker"
File diff suppressed because it is too large Load Diff
+1
View File
@@ -71,6 +71,7 @@
#include "overmap/planets/kara/northern_star/northern_star.dm" //This is the actual map info that we're using for kara
#include "overmap/planets/kara/aerostat/aerostat.dm" //This is an installation for Kara.
*/
#include "overmap/planets/thor/thor.dm"
//SPACE - Anything random in space
#include "overmap/space/fueldepot.dm" //This is a fuel depot in space.
@@ -109,6 +109,7 @@
luminosity = 1
*/
/area/surface/outside/path/wilderness
// Water
+17 -3
View File
@@ -19,7 +19,8 @@ but they don't actually change anything about the load order
#define Z_LEVEL_SURFACE_VALLEY 10
#define Z_LEVEL_VR_REALM 11
#define Z_LEVEL_FUELDEPOT 12
#define Z_LEVEL_GATEWAY 13
#define Z_LEVEL_JUNGLE 13
#define Z_LEVEL_GATEWAY 14
//#define Z_LEVEL_SURFACE_SKYLANDS //Sky islands removal due to lack of use
//#define Z_LEVEL_AEROSTAT //Disabled due to lack of use
@@ -107,7 +108,7 @@ but they don't actually change anything about the load order
unit_test_exempt_areas = list(/area/ninja_dojo, /area/shuttle/ninja)
unit_test_exempt_from_atmos = list(/area/tcomm/chamber)
planet_datums_to_make = list(/datum/planet/sif) //This must be added to load maps at round start otherwise they will have weather or sun.
planet_datums_to_make = list(/datum/planet/sif,/datum/planet/thor) //This must be added to load maps at round start otherwise they will have weather or sun.
map_levels = list(
Z_LEVEL_STATION_ONE,
@@ -121,7 +122,8 @@ but they don't actually change anything about the load order
// Framework for porting Tether's lateload Z-Level system //Stock lateload maps
lateload_z_levels = list(
list("VR World"),
list("Fuel Depot - Z1 Space")
list("Fuel Depot - Z1 Space"),
list("Thor Surface")
//list("Kara Aerostat - Z1 Aerostat"), //Remove Kara Z layers
//list("Kara - Z1 Northern Star") //Remove Kara Z layers
)
@@ -285,6 +287,13 @@ but they don't actually change anything about the load order
name = "Transit"
flags = MAP_LEVEL_ADMIN|MAP_LEVEL_SEALED|MAP_LEVEL_PLAYER|MAP_LEVEL_CONTACT
//Thor Z-Level
/datum/map_z_level/southern_cross/thor
z = Z_LEVEL_JUNGLE
name = "Thor Surface"
flags = MAP_LEVEL_PLAYER|MAP_LEVEL_SEALED
base_turf = /turf/simulated/floor/outdoors/rocks
/*
KSC 9/29/20 = No longer relevant code as we have nonencludian portals to jump between outpost,caves and wilderness
//Teleport to Mine
@@ -326,6 +335,11 @@ but they don't actually change anything about the load order
)
//Z_LEVEL_SURFACE_CASINO //CHOMPedit - KSC = So there is weather on the Casino. //Move this into /datum/planet/sif and remember to add a coma for the new entry, for when you need the casino again
/datum/planet/thor
expected_z_levels = list(
Z_LEVEL_JUNGLE
)
/obj/effect/step_trigger/teleporter/bridge/east_to_west/Initialize()
teleport_x = src.x - 4
teleport_y = src.y
@@ -15,6 +15,7 @@
//#include "../overmap/planets/kara/aerostat/aerostat.dmm" //Disabled due to low usage
//#include "../overmap/planets/kara/northern_star/northern_star_mine.dmm" //Disabled due to low usage
#include "../overmap/space/fueldepot.dmm"
#include "../overmap/planets/thor/thor.dmm" //The datum is in southern_cross_defines.dm
#include "gateway/BaseBlep.dmm"
#include "gateway/maddnesslab.dmm"
#include "gateway/snowfield.dmm"
@@ -90,6 +91,12 @@
name = "Away Mission - Fuel Depot"
z = Z_LEVEL_VR_REALM
/datum/map_template/sc_lateload/thor
name = "Thor Surface"
desc = "The jungle like surface of Sif's moon"
mappath = 'maps/southern_cross/overmap/planets/thor/thor.dmm'
associated_map_datum = /datum/planet/thor
//Space submaps/sectors/POIs/whatever you wanna freaking call it, go here.
/* Pretty sure we don't use this.
#include "../../expedition_vr/space/_fueldepot.dm"
+1 -1
View File
@@ -10,6 +10,7 @@
#define TEMPERATURE_SIF 243.15 // Roughly -30C / -22F
#define TEMPERATURE_ALTSIF 225.15
/turf/simulated/floor/outdoors/mud/sif/planetuse
oxygen = MOLES_O2SIF
nitrogen = MOLES_N2SIF
@@ -142,7 +143,6 @@
oxygen = MOLES_O2SIF
nitrogen = MOLES_N2SIF
temperature = TEMPERATURE_ALTSIF
/turf/simulated/floor/tiled/asteroid_steel //CHOMP Edit now I'm adding shit here now too. Abandoned temple.
oxygen = MOLES_O2SIF
nitrogen = MOLES_N2SIF
@@ -94,11 +94,13 @@
name = "palm"
desc = "Stout and bushy."
icon_state = "palmuria"
density = 0 //theyre smol
/obj/structure/prop/desert_planet64x64/palmuria1
name = "palm"
desc = "Stout and bushy."
icon_state = "palmuria1"
density = 0 //theyre smol
/obj/structure/prop/desert_planet160x160
name = "desert large boulder"
+1
View File
@@ -3804,6 +3804,7 @@
#include "code\modules\planet\planet.dm"
#include "code\modules\planet\sif.dm"
#include "code\modules\planet\sun.dm"
#include "code\modules\planet\thor.dm"
#include "code\modules\planet\time.dm"
#include "code\modules\planet\weather.dm"
#include "code\modules\player_tips_vr\player_tips_controller_vr.dm"