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 = 0.1 low_color = "#0A0028" high_brightness = 0.3 high_color = "#21007F" min = 0 if(0.20 to 0.30) // Twilight low_brightness = 0.35 low_color = "#310D54" high_brightness = 0.5 high_color = "#58389E" min = 0.40 if(0.30 to 0.40) // Sunrise/set low_brightness = 0.5 low_color = "#19277F" high_brightness = 0.6 high_color = "#2437B5" min = 0.50 if(0.40 to 1.00) // Noon low_brightness = 0.6 low_color = "#487EBF" high_brightness = 0.7 high_color = "#2B95FF" 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(), WEATHER_DOWNPOURWARNING = new /datum/weather/thor/downpourwarning(), WEATHER_DOWNPOUR = new /datum/weather/thor/downpour(), WEATHER_DOWNPOURFATAL = new /datum/weather/thor/downpourfatal() ) 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_warning("Rain falls on you.") 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 effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING /datum/weather/thor/rain/planet_effect(mob/living/L) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) if(!T.is_outdoors()) return // They're indoors, so no need to rain on them. // If they have an open umbrella, it'll guard from rain var/obj/item/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("Rain patters softly onto your umbrella.")) return 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_warning("Rain falls on you, drenching you in water.") 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 ) effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING /datum/weather/thor/storm/planet_effect(mob/living/L) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) if(!T.is_outdoors()) return // They're indoors, so no need to rain on them. // If they have an open umbrella, it'll guard from rain var/obj/item/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("Rain showers loudly onto your umbrella!")) return L.water_act(2) if(show_message) to_chat(L, effect_message) /datum/weather/thor/storm/process_effects() ..() 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_warning("The hail smacks into you!") 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!" effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_HUMANS /datum/weather/thor/hail/planet_effect(mob/living/carbon/H) if(H.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(H) if(!T.is_outdoors()) return // 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/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_notice("Hail patters onto your umbrella.")) return 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) return // 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) return // 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 effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING /datum/weather/thor/ash_storm/planet_effect(mob/living/L) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) if(!T.is_outdoors()) return // 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 effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING /datum/weather/thor/fallout/planet_effect(mob/living/L) if(L.z in holder.our_planet.expected_z_levels) irradiate_nearby_turf(L) var/turf/T = get_turf(L) if(!T.is_outdoors()) return // 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...?" /datum/weather/thor/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/thor/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 effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING /datum/weather/thor/downpour/planet_effect(mob/living/L) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) if(!T.is_outdoors()) return // They're indoors, so no need to rain on them. // If they have an open umbrella, knock it off if(ishuman(L)) var/mob/living/carbon/human/H = L var/obj/item/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) /datum/weather/thor/downpour/process_effects() ..() 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/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/thor/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 effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING /datum/weather/thor/downpourfatal/planet_effect(mob/living/L) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) if(!T.is_outdoors()) return // 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/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) return if(amount_soaked >= damage) return // 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) /datum/weather/thor/downpourfatal/process_effects() ..() 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/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) /turf/unsimulated/wall/planetary/normal/thor name = "deep ocean" alpha = 0 /obj/machinery/power/smes/buildable/offmap_spawn/empty/Initialize(mapload) . = ..() charge = 0 RCon = TRUE input_level = input_level_max output_level = output_level_max input_attempt = TRUE