#define VIRGO3C_ONE_ATMOSPHERE 92.5 //kPa #define VIRGO3C_AVG_TEMP 288.15 //kelvin #define VIRGO3C_PER_N2 0.78 //percent #define VIRGO3C_PER_O2 0.21 #define VIRGO3C_PER_N2O 0.00 //Currently no capacity to 'start' a turf with this. See turf.dm #define VIRGO3C_PER_CO2 0.01 #define VIRGO3C_PER_PHORON 0.00 //Math only beyond this point #define VIRGO3C_MOL_PER_TURF (VIRGO3C_ONE_ATMOSPHERE*CELL_VOLUME/(VIRGO3C_AVG_TEMP*R_IDEAL_GAS_EQUATION)) #define VIRGO3C_MOL_N2 (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_N2) #define VIRGO3C_MOL_O2 (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_O2) #define VIRGO3C_MOL_N2O (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_N2O) #define VIRGO3C_MOL_CO2 (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_CO2) #define VIRGO3C_MOL_PHORON (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_PHORON) //Turfmakers #define VIRGO3C_SET_ATMOS nitrogen=VIRGO3C_MOL_N2;oxygen=VIRGO3C_MOL_O2;carbon_dioxide=VIRGO3C_MOL_CO2;phoron=VIRGO3C_MOL_PHORON;temperature=VIRGO3C_AVG_TEMP #define VIRGO3C_TURF_CREATE(x) x/virgo3c/nitrogen=VIRGO3C_MOL_N2;x/virgo3c/oxygen=VIRGO3C_MOL_O2;x/virgo3c/carbon_dioxide=VIRGO3C_MOL_CO2;x/virgo3c/phoron=VIRGO3C_MOL_PHORON;x/virgo3c/temperature=VIRGO3C_AVG_TEMP;x/virgo3c/outdoors=TRUE;x/virgo3c/update_graphic(list/graphic_add = null, list/graphic_remove = null) return 0 #define VIRGO3C_TURF_CREATE_UN(x) x/virgo3c/nitrogen=VIRGO3C_MOL_N2;x/virgo3c/oxygen=VIRGO3C_MOL_O2;x/virgo3c/carbon_dioxide=VIRGO3C_MOL_CO2;x/virgo3c/phoron=VIRGO3C_MOL_PHORON;x/virgo3c/temperature=VIRGO3C_AVG_TEMP var/datum/planet/virgo3c/planet_virgo3c = null /datum/time/virgo3c seconds_in_day = 6 HOURS /datum/planet/virgo3c name = "Virgo-3C" desc = "A habitable moon of the gas giant Virgo 3. The volcanic activity of this moon keeps its atmosphere warm enough for life to flourish." current_time = new /datum/time/virgo3c() planetary_wall_type = /turf/unsimulated/wall/planetary/virgo3c /datum/planet/virgo3c/New() ..() planet_virgo3c = src weather_holder = new /datum/weather_holder/virgo3c(src) /datum/planet/virgo3c/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 0.3) // Night low_brightness = 0.3 low_color = "#000066" high_brightness = 0.4 high_color = "#66004D" min = 0 if(0.3 to 0.35) // Twilight low_brightness = 0.5 low_color = "#66004D" high_brightness = 0.9 high_color = "#CC3300" min = 0.40 if(0.35 to 0.45) // Sunrise/set low_brightness = 0.9 low_color = "#CC3300" high_brightness = 1.0 high_color = "#FF9933" min = 0.50 if(0.45 to 1.00) // Noon low_brightness = 1.0 low_color = "#DDDDDD" high_brightness = 1.0 high_color = "#FFFFFF" 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) /datum/weather_holder/virgo3c temperature = T0C allowed_weather_types = list( WEATHER_CLEAR = new /datum/weather/virgo3c/clear(), WEATHER_OVERCAST = new /datum/weather/virgo3c/overcast(), WEATHER_LIGHT_SNOW = new /datum/weather/virgo3c/light_snow(), WEATHER_SNOW = new /datum/weather/virgo3c/snow(), WEATHER_BLIZZARD = new /datum/weather/virgo3c/blizzard(), WEATHER_RAIN = new /datum/weather/virgo3c/rain(), WEATHER_STORM = new /datum/weather/virgo3c/storm(), WEATHER_HAIL = new /datum/weather/virgo3c/hail(), WEATHER_FOG = new /datum/weather/virgo3c/fog(), WEATHER_BLOOD_MOON = new /datum/weather/virgo3c/blood_moon(), WEATHER_EMBERFALL = new /datum/weather/virgo3c/emberfall(), WEATHER_ASH_STORM = new /datum/weather/virgo3c/ash_storm(), WEATHER_ASH_STORM_SAFE = new /datum/weather/virgo3c/ash_storm_safe(), WEATHER_FALLOUT = new /datum/weather/virgo3c/fallout(), WEATHER_FALLOUT_TEMP = new /datum/weather/virgo3c/fallout/temp(), WEATHER_CONFETTI = new /datum/weather/virgo3c/confetti() ) roundstart_weather_chances = list( WEATHER_CLEAR = 50, WEATHER_OVERCAST = 10, WEATHER_RAIN = 1, WEATHER_LIGHT_SNOW = 1 ) /datum/weather/virgo3c name = "virgo3c" temp_high = 283.15 // 10c temp_low = 273.15 // 0c /datum/weather/virgo3c/clear name = "clear" transition_chances = list( WEATHER_CLEAR = 120, WEATHER_OVERCAST = 40, WEATHER_LIGHT_SNOW = 2, WEATHER_BLOOD_MOON = 2, WEATHER_EMBERFALL = 1) 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/virgo3c/overcast name = "overcast" temp_high = 283.15 // 10c temp_low = 273.15 // 0c light_modifier = 0.8 transition_chances = list( WEATHER_CLEAR = 50, WEATHER_OVERCAST = 50, WEATHER_FOG = 5, WEATHER_RAIN = 5, WEATHER_LIGHT_SNOW = 5 ) 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/virgo3c/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 = 25, WEATHER_OVERCAST = 25, WEATHER_FOG = 10, WEATHER_SNOW = 10, WEATHER_RAIN = 5 ) 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/virgo3c/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 = 25, WEATHER_LIGHT_SNOW = 25, WEATHER_BLIZZARD = 5 ) 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/virgo3c/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 = 50, WEATHER_SNOW = 50 ) 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/virgo3c/rain name = "rain" icon_state = "rain" temp_high = 283.15 // 10c temp_low = 273.15 // 0c wind_high = 2 wind_low = 1 light_modifier = 0.5 effect_message = span_warning("Rain falls on you.") outdoor_sounds_type = /datum/looping_sound/weather/rain indoor_sounds_type = /datum/looping_sound/weather/rain/indoors transition_chances = list( WEATHER_OVERCAST = 25, WEATHER_RAIN = 25, WEATHER_FOG = 10, WEATHER_STORM = 5, WEATHER_LIGHT_SNOW = 5 ) 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." effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING /datum/weather/virgo3c/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/virgo3c/storm name = "storm" icon_state = "storm" temp_high = 283.15 // 10c temp_low = 273.15 // 0c 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 = 1 MINUTE var/max_lightning_cooldown = 5 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 = 50, WEATHER_RAIN = 50, WEATHER_BLIZZARD = 5, WEATHER_HAIL = 5 ) effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING /datum/weather/virgo3c/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/virgo3c/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/virgo3c/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/virgo3c/hail name = "hail" icon_state = "hail" temp_high = 268.15 // -5c temp_low = 263.15 // -10c 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_FOG = 5, WEATHER_HAIL = 25, WEATHER_RAIN = 75 ) 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/virgo3c/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/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. H.apply_damage(damage, BRUTE, target_zone, amount_blocked) if(show_message) to_chat(H, effect_message) /datum/weather/virgo3c/fog name = "fog" icon_state = "fog" wind_high = 1 wind_low = 0 light_modifier = 0.7 temp_high = 273.15 // 0c temp_low = 263.15 // -10c transition_chances = list( WEATHER_FOG = 50, WEATHER_OVERCAST = 45, WEATHER_LIGHT_SNOW = 5 ) 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/virgo3c/blood_moon name = "blood moon" light_modifier = 0.5 light_color = "#FF0000" temp_high = 283.15 // 10c temp_low = 273.15 // 0c flight_failure_modifier = 25 timer_low_bound = 10 timer_high_bound = 15 transition_chances = list( WEATHER_BLOOD_MOON = 25, WEATHER_CLEAR = 75 ) 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/virgo3c/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 timer_low_bound = 8 timer_high_bound = 10 transition_chances = list( WEATHER_ASH_STORM = 100 ) observed_message = "Soot, ash, and embers float down from above." transition_messages = list( "Gentle embers waft down around you like black snow. A wall of dark, glowing ash approaches in the distance..." ) 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/virgo3c/ash_storm name = "ash storm" icon_state = "ashfall_heavy" light_modifier = 0.1 light_color = "#FF0000" temp_high = 313.15 // 40c temp_low = 303.15 // 30c wind_high = 6 wind_low = 3 flight_failure_modifier = 50 timer_low_bound = 4 timer_high_bound = 6 transition_chances = list( WEATHER_ASH_STORM = 20, WEATHER_CLEAR = 80 ) 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/virgo3c/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. else if (isanimal(L)) return //Don't murder the wildlife, they live here it's fine L.inflict_heat_damage(1) to_chat(L, span_warning("Smoldering ash singes you!")) //A non-lethal variant of the ash_storm. Stays on indefinitely. /datum/weather/virgo3c/ash_storm_safe name = "light ash storm" icon_state = "ashfall_moderate" light_modifier = 0.1 light_color = "#FF0000" temp_high = 313.15 // 40c temp_low = 303.15 // 30c 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/virgo3c/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/virgo3c/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/virgo3c/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/virgo3c/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/virgo3c/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...?" /turf/unsimulated/wall/planetary/virgo3c name = "impassable rock" desc = "It's quite impassable" icon = 'icons/turf/walls.dmi' icon_state = "rock-dark" alpha = 0xFF VIRGO3C_SET_ATMOS VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/newdirt) VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/newdirt_nograss) VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk) VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk/side) VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk/slab) VIRGO3C_TURF_CREATE(/turf/simulated/floor/water) VIRGO3C_TURF_CREATE(/turf/simulated/floor/water/deep) VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled) VIRGO3C_TURF_CREATE(/turf/simulated/floor/reinforced) VIRGO3C_TURF_CREATE(/turf/simulated/floor/glass/reinforced) VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled/dark) VIRGO3C_TURF_CREATE(/turf/simulated/mineral) VIRGO3C_TURF_CREATE(/turf/simulated/mineral/ignore_cavegen) VIRGO3C_TURF_CREATE(/turf/simulated/floor) VIRGO3C_TURF_CREATE(/turf/simulated/floor/wood) VIRGO3C_TURF_CREATE(/turf/simulated/floor/wood/sif) VIRGO3C_TURF_CREATE(/turf/simulated/floor/beach/sand) VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled/asteroid_steel/outdoors) /turf/simulated/open/virgo3c VIRGO3C_SET_ATMOS /* Handled by parent now /turf/simulated/open/virgo3c/Initialize(mapload) . = ..() if(is_outdoors()) SSplanets.addTurf(src) */ /turf/simulated/mineral/cave/virgo3c VIRGO3C_SET_ATMOS outdoors = OUTDOORS_NO /turf/simulated/mineral/floor/virgo3c VIRGO3C_SET_ATMOS outdoors = OUTDOORS_NO /turf/simulated/mineral/floor/ignore_mapgen/virgo3c VIRGO3C_SET_ATMOS outdoors = OUTDOORS_NO /turf/simulated/floor/outdoors/grass/virgo3c VIRGO3C_SET_ATMOS /* CHOMPRemove Start grass_types = list( /obj/structure/flora/ausbushes/sparsegrass = 50, /obj/structure/flora/ausbushes/fullgrass = 50, /obj/structure/flora/ausbushes/brflowers = 1, /obj/structure/flora/ausbushes/ppflowers = 1, /obj/structure/flora/ausbushes/ywflowers = 1 ) */// CHOMPRemove End /turf/simulated/floor/outdoors/grass/forest/virgo3c VIRGO3C_SET_ATMOS var/tree_chance = 5 animal_chance = 0.5 var/animal_types = list( /mob/living/simple_mob/vore/redpanda = 40, /mob/living/simple_mob/vore/redpanda/fae = 2, /mob/living/simple_mob/vore/sheep = 20, /mob/living/simple_mob/vore/rabbit/black = 20, /mob/living/simple_mob/vore/rabbit/white = 20, /mob/living/simple_mob/vore/rabbit/brown = 20, /mob/living/simple_mob/vore/leopardmander = 2, /mob/living/simple_mob/vore/horse/big = 10, /mob/living/simple_mob/vore/bigdragon/friendly = 1, /mob/living/simple_mob/vore/alienanimals/dustjumper = 20 ) /turf/simulated/floor/outdoors/grass/forest/virgo3c/Initialize(mapload) if(tree_chance && prob(tree_chance) && !check_density()) new /obj/structure/flora/tree/bigtree(src) if(animal_chance && prob(animal_chance) && !check_density()) var/animal_type = pickweight(animal_types) new animal_type(src) . = ..() /turf/simulated/floor/outdoors/grass/forest/virgo3c/notrees tree_chance = 0 #undef VIRGO3C_ONE_ATMOSPHERE #undef VIRGO3C_AVG_TEMP #undef VIRGO3C_PER_N2 #undef VIRGO3C_PER_O2 #undef VIRGO3C_PER_N2O #undef VIRGO3C_PER_CO2 #undef VIRGO3C_PER_PHORON #undef VIRGO3C_MOL_PER_TURF #undef VIRGO3C_MOL_N2 #undef VIRGO3C_MOL_O2 #undef VIRGO3C_MOL_N2O #undef VIRGO3C_MOL_CO2 #undef VIRGO3C_MOL_PHORON #undef VIRGO3C_SET_ATMOS #undef VIRGO3C_TURF_CREATE #undef VIRGO3C_TURF_CREATE_UN