New weather: Extreme Monsoon (#8704)

This commit is contained in:
tacoguy7765093
2024-07-29 14:02:55 -05:00
committed by GitHub
parent e7ca397c5f
commit 7bc4197878
11 changed files with 369 additions and 14 deletions

View File

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