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https://github.com/CHOMPStation2/CHOMPStation2.git
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New weather: Extreme Monsoon (#8704)
This commit is contained in:
@@ -21,7 +21,10 @@
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WEATHER_SANDSTORM = new /datum/weather/sif/sandstorm(),
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WEATHER_TOXIN_RAIN = new /datum/weather/sif/toxinrain(),
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WEATHER_STARRY_RIFT = new /datum/weather/sif/starryrift(),
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WEATHER_MIDNIGHT_FOG = new /datum/weather/sif/midnightfog()
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WEATHER_MIDNIGHT_FOG = new /datum/weather/sif/midnightfog(),
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WEATHER_DOWNPOURWARNING = new /datum/weather/sif/downpourwarning(),
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WEATHER_DOWNPOUR = new /datum/weather/sif/downpour(),
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WEATHER_DOWNPOURFATAL = new /datum/weather/sif/downpourfatal() //CHOMPedit end
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)
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//Weather
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/datum/weather/sif/fog
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@@ -124,7 +127,7 @@
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if(istype(U) && U.open)
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if(show_message)
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to_chat(H, "<span class='notice'>Rain patters onto your umbrella.</span>")
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to_chat(H, span_notice("Rain patters onto your umbrella."))
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continue
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var/target_zone = pick(BP_ALL)
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@@ -245,4 +248,166 @@
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var/turf/T = get_turf(H)
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if(!T.is_outdoors())
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continue
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H.add_modifier(/datum/modifier/midnightfog_boon, 1 SECONDS, src)
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H.add_modifier(/datum/modifier/midnightfog_boon, 1 SECONDS, src)
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/datum/weather/sif/fallout/temp
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name = "short-term fallout"
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timer_low_bound = 1
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timer_high_bound = 3
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transition_chances = list(
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WEATHER_FALLOUT = 10,
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WEATHER_RAIN = 50,
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WEATHER_FOG = 35,
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WEATHER_STORM = 20,
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WEATHER_OVERCAST = 5
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)
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/datum/weather/sif/downpourwarning
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name = "early extreme monsoon"
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light_modifier = 0.4
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timer_low_bound = 1
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timer_high_bound = 2
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transition_chances = list(
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WEATHER_DOWNPOUR = 100
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)
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observed_message = "It looks like a very bad storm is about to approach."
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transition_messages = list(
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span_danger("Inky black clouds cover the sky in a eerie rumble, get to cover!")
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)
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outdoor_sounds_type = /datum/looping_sound/weather/rainrumble
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indoor_sounds_type = /datum/looping_sound/weather/rainrumble/indoors
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/datum/weather/sif/downpour
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name = "extreme monsoon"
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icon_state = "downpour"
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light_modifier = 0.3
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timer_low_bound = 1
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timer_high_bound = 1
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wind_high = 4
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wind_low = 2
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flight_failure_modifier = 100
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effect_message = span_warning("Extreme rain is knocking you down!")
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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 = 15 SECONDS
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transition_chances = list(
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WEATHER_DOWNPOURFATAL = 90,
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WEATHER_STORM = 10
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)
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observed_message = "Extreme rain is crushing you, get to cover!"
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transition_messages = list(
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span_danger("An immense downpour of falls on top of of the planet crushing anything in its path!")
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)
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outdoor_sounds_type = /datum/looping_sound/weather/rainheavy
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indoor_sounds_type = /datum/looping_sound/weather/rainindoors
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/datum/weather/sif/downpour/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, knock it off, this is more then an umbrella
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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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_notice("The rain pushes the umbrella off your hands!"))
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H.drop_both_hands()
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L.water_act(2)
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L.Weaken(3)
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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/sif/downpour/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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/datum/weather/sif/downpourfatal
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name = "fatal monsoon"
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icon_state = "downpourfatal"
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light_modifier = 0.15
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timer_low_bound = 1
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timer_high_bound = 3
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wind_high = 6
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wind_low = 4
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flight_failure_modifier = 100
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effect_message = span_warning("Extreme rain is crushing you!")
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var/next_lightning_strike = 0 // world.time when lightning will strike.
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var/min_lightning_cooldown = 1 SECONDS
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var/max_lightning_cooldown = 3 SECONDS
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transition_chances = list(
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WEATHER_RAIN = 90,
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WEATHER_STORM = 10
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)
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observed_message = "Extreme rain is crushing you, get to cover!"
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//No transition message, supposed to be the 'actual' rain
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outdoor_sounds_type = /datum/looping_sound/weather/rainextreme
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indoor_sounds_type = /datum/looping_sound/weather/rainindoors
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/datum/weather/sif/downpourfatal/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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// Knock the umbrella off your hands, aint protecting you c:
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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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_notice("The rain pushes the umbrella off your hands!"))
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H.drop_both_hands()
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var/target_zone = pick(BP_ALL)
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var/amount_blocked = L.run_armor_check(target_zone, "melee")
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var/amount_soaked = L.get_armor_soak(target_zone, "melee")
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var/damage = rand(10,30) //Ow
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if(amount_blocked >= 30)
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continue
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if(amount_soaked >= damage)
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continue // No need to apply damage.
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L.apply_damage(damage, BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "rain bludgoning")
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L.Weaken(3)
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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/sif/downpourfatal/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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