diff --git a/code/modules/planet/sif.dm b/code/modules/planet/sif.dm index a9c6d7570a..3ee2fdd976 100644 --- a/code/modules/planet/sif.dm +++ b/code/modules/planet/sif.dm @@ -564,5 +564,3 @@ var/datum/planet/sif/planet_sif = null return if(T.outdoors) radiation_repository.radiate(T, rand(fallout_rad_low, fallout_rad_high)) ->>>>>>> 5fb77b3... Merge pull request #5791 from Neerti/looping_sounds ->>>>>>> Adds Various Sounds, Looping Sound System diff --git a/maps/tether/tether_virgo3b.dm b/maps/tether/tether_virgo3b.dm index 51b811d487..7f9f2f12da 100644 --- a/maps/tether/tether_virgo3b.dm +++ b/maps/tether/tether_virgo3b.dm @@ -114,7 +114,10 @@ var/datum/planet/virgo3b/planet_virgo3b = null WEATHER_RAIN = new /datum/weather/virgo3b/rain(), WEATHER_STORM = new /datum/weather/virgo3b/storm(), WEATHER_HAIL = new /datum/weather/virgo3b/hail(), - WEATHER_BLOOD_MOON = new /datum/weather/virgo3b/blood_moon() + WEATHER_BLOOD_MOON = new /datum/weather/virgo3b/blood_moon(), + WEATHER_EMBERFALL = new /datum/weather/virgo3b/emberfall(), + WEATHER_ASH_STORM = new /datum/weather/virgo3b/ash_storm(), + WEATHER_FALLOUT = new /datum/weather/virgo3b/fallout() ) roundstart_weather_chances = list( WEATHER_CLEAR = 30, @@ -201,6 +204,8 @@ var/datum/planet/virgo3b/planet_virgo3b = null "It's starting to snow.", "The air feels much colder as snowflakes fall from above." ) + outdoor_sounds_type = /datum/looping_sound/weather/outside_snow + indoor_sounds_type = /datum/looping_sound/weather/inside_snow /datum/weather/virgo3b/snow/process_effects() ..() @@ -230,6 +235,8 @@ var/datum/planet/virgo3b/planet_virgo3b = null "Strong winds howl around you as a blizzard appears.", "It starts snowing heavily, and it feels extremly cold now." ) + outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard + indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard /datum/weather/virgo3b/blizzard/process_effects() ..() @@ -436,3 +443,106 @@ var/datum/planet/virgo3b/planet_virgo3b = null 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/virgo3b/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." + ) + 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/virgo3b/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 + 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!" + ) + // Lets recycle. + outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard + indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard + +/datum/weather/virgo3b/ash_storm/process_effects() + ..() + for(var/thing in living_mob_list) + var/mob/living/L = thing + if(L.z in holder.our_planet.expected_z_levels) + var/turf/T = get_turf(L) + if(!T.outdoors) + continue // They're indoors, so no need to burn them with ash. + + L.inflict_heat_damage(rand(1, 3)) + + +// Totally radical. +/datum/weather/virgo3b/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/virgo3b/fallout/process_effects() + ..() + for(var/thing in living_mob_list) + var/mob/living/L = thing + if(L.z in holder.our_planet.expected_z_levels) + irradiate_nearby_turf(L) + var/turf/T = get_turf(L) + if(!T.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/virgo3b/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.outdoors) + radiation_repository.radiate(T, rand(fallout_rad_low, fallout_rad_high)) +