var/datum/planet/sif/planet_sif = null /datum/planet/sif name = "Sif" /datum/planet/sif name = "Sif" desc = "Sif is a terrestrial planet in the Vir system. It is somewhat earth-like, in that it has oceans, a \ breathable atmosphere, a magnetic field, weather, and similar gravity to Earth. It is currently the capital planet of Vir. \ Its center of government is the equatorial city and site of first settlement, New Reykjavik." // Ripped straight from the wiki. current_time = new /datum/time/sif() // 32 hour clocks are nice. // expected_z_levels = list(1) // To be changed when real map is finished. planetary_wall_type = /turf/unsimulated/wall/planetary/sif /datum/planet/sif/New() ..() planet_sif = src weather_holder = new /datum/weather_holder/sif(src) // Cold weather is also nice. // This code is horrible. /datum/planet/sif/update_sun() ..() var/datum/time/time = current_time var/length_of_day = time.seconds_in_day / 10 / 60 / 60 // 32 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 0.40) // Night low_brightness = 0.2 low_color = "#000066" high_brightness = 0.5 high_color = "#66004D" min = 0 if(0.40 to 0.50) // Twilight low_brightness = 0.6 low_color = "#66004D" high_brightness = 0.8 high_color = "#CC3300" min = 0.40 if(0.50 to 0.70) // Sunrise/set low_brightness = 0.8 low_color = "#CC3300" high_brightness = 0.9 high_color = "#FF9933" min = 0.50 if(0.70 to 1.00) // Noon low_brightness = 0.9 low_color = "#DDDDDD" high_brightness = 1.0 high_color = "#FFFFFF" min = 0.70 var/lerp_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 = (Interpolate(low_brightness, high_brightness, weight = lerp_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 = Interpolate(low_r, high_r, weight = lerp_weight) var/new_g = Interpolate(low_g, high_g, weight = lerp_weight) var/new_b = Interpolate(low_b, high_b, weight = lerp_weight) new_color = rgb(new_r, new_g, new_b) spawn(1) update_sun_deferred(2, new_brightness, new_color) // We're gonna pretend there are 32 hours in a Sif day instead of 32.64 for the purposes of not losing sanity. We lose 38m 24s but the alternative is a path to madness. /datum/time/sif seconds_in_day = 60 * 60 * 32 * 10 // 115,200 seconds. If we did 32.64 hours/day it would be around 117,504 seconds instead. // Returns the time datum of Sif. /proc/get_sif_time() if(planet_sif) return planet_sif.current_time //Weather definitions /datum/weather_holder/sif temperature = T0C allowed_weather_types = list( WEATHER_CLEAR = new /datum/weather/sif/clear(), WEATHER_OVERCAST = new /datum/weather/sif/overcast(), WEATHER_LIGHT_SNOW = new /datum/weather/sif/light_snow(), WEATHER_SNOW = new /datum/weather/sif/snow(), WEATHER_BLIZZARD = new /datum/weather/sif/blizzard(), WEATHER_RAIN = new /datum/weather/sif/rain(), WEATHER_STORM = new /datum/weather/sif/storm(), WEATHER_HAIL = new /datum/weather/sif/hail(), WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon() ) roundstart_weather_chances = list( WEATHER_CLEAR = 30, WEATHER_OVERCAST = 30, WEATHER_LIGHT_SNOW = 20, WEATHER_SNOW = 5, WEATHER_BLIZZARD = 5, WEATHER_RAIN = 5, WEATHER_STORM = 2.5, WEATHER_HAIL = 2.5 ) datum/weather/sif name = "sif base" temp_high = 283.15 // 10c temp_low = 263.15 // -10c /datum/weather/sif/clear name = "clear" transition_chances = list( WEATHER_CLEAR = 60, WEATHER_OVERCAST = 40 ) /datum/weather/sif/overcast name = "overcast" light_modifier = 0.8 transition_chances = list( WEATHER_CLEAR = 25, WEATHER_OVERCAST = 50, WEATHER_LIGHT_SNOW = 10, WEATHER_SNOW = 5, WEATHER_RAIN = 5, WEATHER_HAIL = 5 ) /datum/weather/sif/light_snow name = "light snow" icon_state = "snowfall_light" temp_high = T0C // 0c temp_low = 258.15 // -15c light_modifier = 0.7 transition_chances = list( WEATHER_OVERCAST = 20, WEATHER_LIGHT_SNOW = 50, WEATHER_SNOW = 25, WEATHER_HAIL = 5 ) /datum/weather/sif/snow name = "moderate snow" icon_state = "snowfall_med" temp_high = T0C // 0c temp_low = 243.15 // -30c light_modifier = 0.5 flight_falure_modifier = 5 transition_chances = list( WEATHER_LIGHT_SNOW = 20, WEATHER_SNOW = 50, WEATHER_BLIZZARD = 20, WEATHER_HAIL = 5, WEATHER_OVERCAST = 5 ) /datum/weather/sif/snow/process_effects() for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs) 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/sif/blizzard name = "blizzard" icon_state = "snowfall_heavy" temp_high = 233.15 // -40c temp_low = 213.15 // -60c light_modifier = 0.3 flight_falure_modifier = 10 transition_chances = list( WEATHER_SNOW = 45, WEATHER_BLIZZARD = 40, WEATHER_HAIL = 10, WEATHER_OVERCAST = 5 ) /datum/weather/sif/blizzard/process_effects() for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs) 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/sif/rain name = "rain" icon_state = "rain" light_modifier = 0.5 transition_chances = list( WEATHER_OVERCAST = 25, WEATHER_LIGHT_SNOW = 10, WEATHER_RAIN = 50, WEATHER_STORM = 10, WEATHER_HAIL = 5 ) /datum/weather/sif/rain/process_effects() for(var/mob/living/L in living_mob_list) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) if(!T.outdoors) return // They're indoors, so no need to rain on them. L.water_act(1) to_chat(L, "Rain falls on you.") /datum/weather/sif/storm name = "storm" icon_state = "storm" temp_high = 243.15 // -30c temp_low = 233.15 // -50c light_modifier = 0.3 flight_falure_modifier = 10 transition_chances = list( WEATHER_RAIN = 45, WEATHER_STORM = 40, WEATHER_HAIL = 10, WEATHER_OVERCAST = 5 ) /datum/weather/sif/rain/process_effects() for(var/mob/living/L in living_mob_list) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) if(!T.outdoors) return // They're indoors, so no need to rain on them. L.water_act(2) to_chat(L, "Rain falls on you, drenching you in water.") /datum/weather/sif/hail name = "hail" icon_state = "hail" temp_high = T0C // 0c temp_low = 243.15 // -30c light_modifier = 0.3 flight_falure_modifier = 15 transition_chances = list( WEATHER_RAIN = 45, WEATHER_STORM = 10, WEATHER_HAIL = 40, WEATHER_OVERCAST = 5 ) /datum/weather/sif/hail/process_effects() for(var/mob/living/L in living_mob_list) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) if(!T.outdoors) return // They're indoors, so no need to pelt them with ice. 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") if(amount_blocked >= 100) return // No need to apply damage. if(amount_soaked >= 10) return // No need to apply damage. L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail") to_chat(L, "The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!") /datum/weather/sif/blood_moon name = "blood moon" light_modifier = 0.5 light_color = "#FF0000" flight_falure_modifier = 25 transition_chances = list( WEATHER_BLOODMOON = 100 )