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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Update virgo3b weather
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@@ -127,7 +127,7 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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WEATHER_HAIL = 2.5
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)
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datum/weather/virgo3b
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/datum/weather/virgo3b
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name = "virgo3b base"
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temp_high = 243.15 // -20c
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temp_low = 233.15 // -30c
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@@ -154,8 +154,8 @@ datum/weather/virgo3b
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/datum/weather/virgo3b/light_snow
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name = "light snow"
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icon_state = "snowfall_light"
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temp_high = 238.15 // -25c
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temp_low = 228.15 // -35c
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temp_high = 235
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temp_low = 225
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light_modifier = 0.7
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transition_chances = list(
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WEATHER_OVERCAST = 20,
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@@ -167,9 +167,10 @@ datum/weather/virgo3b
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/datum/weather/virgo3b/snow
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name = "moderate snow"
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icon_state = "snowfall_med"
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temp_high = 233.15 // -30c
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temp_low = 223.15 // -40c
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temp_high = 230
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temp_low = 220
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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_LIGHT_SNOW = 20,
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WEATHER_SNOW = 50,
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@@ -179,7 +180,8 @@ datum/weather/virgo3b
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)
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/datum/weather/virgo3b/snow/process_effects()
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for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This does not make sense
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..()
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for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
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if(S.z in holder.our_planet.expected_z_levels)
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for(var/dir_checked in cardinal)
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var/turf/simulated/floor/T = get_step(S, dir_checked)
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@@ -190,9 +192,10 @@ datum/weather/virgo3b
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/datum/weather/virgo3b/blizzard
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name = "blizzard"
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icon_state = "snowfall_heavy"
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temp_high = 223.15 // -40c
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temp_low = 203.15 // -60c
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temp_high = 215
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temp_low = 200
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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_SNOW = 45,
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WEATHER_BLIZZARD = 40,
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@@ -201,7 +204,8 @@ datum/weather/virgo3b
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)
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/datum/weather/virgo3b/blizzard/process_effects()
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for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This does not make sense
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..()
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for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
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if(S.z in holder.our_planet.expected_z_levels)
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for(var/dir_checked in cardinal)
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var/turf/simulated/floor/T = get_step(S, dir_checked)
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@@ -213,6 +217,8 @@ datum/weather/virgo3b
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name = "rain"
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icon_state = "rain"
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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_LIGHT_SNOW = 10,
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@@ -222,21 +228,38 @@ datum/weather/virgo3b
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)
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/datum/weather/virgo3b/rain/process_effects()
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..()
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for(var/mob/living/L 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.outdoors)
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return // They're indoors, so no need to rain on them.
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continue // They're indoors, so no need to rain on them.
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L.adjust_fire_stacks(-5)
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to_chat(L, "<span class='warning'>Rain falls on you.</span>")
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// If they have an open umbrella, it'll guard from rain
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if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
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if(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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else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
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if(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/virgo3b/storm
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name = "storm"
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icon_state = "storm"
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temp_high = 233.15 // -30c
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temp_low = 213.15 // -50c
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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_RAIN = 45,
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WEATHER_STORM = 40,
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@@ -244,53 +267,89 @@ datum/weather/virgo3b
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WEATHER_OVERCAST = 5
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)
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/datum/weather/virgo3b/rain/process_effects()
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/datum/weather/virgo3b/storm/process_effects()
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..()
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for(var/mob/living/L 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.outdoors)
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return // They're indoors, so no need to rain on them.
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continue // They're indoors, so no need to rain on them.
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L.adjust_fire_stacks(-10)
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// If they have an open umbrella, it'll get stolen by the wind
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if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
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if(U.open)
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to_chat(L, "<span class='warning'>A gust of wind yanks the umbrella from your hand!</span>")
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L.drop_from_inventory(U)
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U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
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else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
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if(U.open)
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to_chat(L, "<span class='warning'>A gust of wind yanks the umbrella from your hand!</span>")
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L.drop_from_inventory(U)
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U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
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L.water_act(2)
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to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
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/datum/weather/virgo3b/hail
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name = "hail"
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icon_state = "hail"
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temp_high = 233.15 // -30c
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temp_low = 213.15 // -50c
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light_modifier = 0.3
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flight_failure_modifier = 15
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timer_low_bound = 2
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timer_high_bound = 5
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effect_message = "<span class='warning'>The hail smacks into you!</span>"
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transition_chances = list(
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WEATHER_RAIN = 45,
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WEATHER_STORM = 10,
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WEATHER_HAIL = 40,
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WEATHER_STORM = 40,
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WEATHER_HAIL = 10,
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WEATHER_OVERCAST = 5
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)
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/datum/weather/virgo3b/hail/process_effects()
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for(var/mob/living/L 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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..()
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for(var/mob/living/carbon/human/H in living_mob_list)
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if(H.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(H)
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if(!T.outdoors)
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return // They're indoors, so no need to pelt them with ice.
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continue // They're indoors, so no need to pelt them with ice.
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// If they have an open umbrella, it'll guard from rain
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// Message plays every time the umbrella gets stolen, just so they're especially aware of what's happening
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if(istype(H.get_active_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = H.get_active_hand()
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if(U.open)
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if(show_message)
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to_chat(H, "<span class='notice'>Hail patters gently onto your umbrella.</span>")
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continue
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else if(istype(H.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = H.get_inactive_hand()
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if(U.open)
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if(show_message)
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to_chat(H, "<span class='notice'>Hail patters gently onto your umbrella.</span>")
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continue
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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/amount_blocked = H.run_armor_check(target_zone, "melee")
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var/amount_soaked = H.get_armor_soak(target_zone, "melee")
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if(amount_blocked >= 100)
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return // No need to apply damage.
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continue // No need to apply damage.
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if(amount_soaked >= 10)
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return // No need to apply damage.
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continue // No need to apply damage.
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L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
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to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
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H.apply_damage(rand(1, 3), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
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if(show_message)
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to_chat(H, effect_message)
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/datum/weather/virgo3b/blood_moon
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name = "blood moon"
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light_modifier = 0.5
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light_color = "#FF0000"
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flight_failure_modifier = 25
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transition_chances = list(
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WEATHER_BLOODMOON = 100
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)
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)
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