var/datum/planet/sif/planet_sif = null /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 sun_name = "Vir" moon_name = "Thor" /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 = 0.15 //CHOMPedit low_color = "#19195c" //CHOMPedit high_brightness = 0.3 high_color = "#66004D" min = 0 if(0.40 to 0.50) // Twilight low_brightness = 0.3 low_color = "#66004D" high_brightness = 0.65 high_color = "#CC3300" min = 0.40 if(0.50 to 0.60) // Sunrise/set low_brightness = 0.65 low_color = "#CC3300" high_brightness = 0.9 high_color = "#FF9933" min = 0.50 if(0.60 to 1.00) // Noon low_brightness = 0.9 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) // 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_FOG = new /datum/weather/sif/fog(), WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon(), WEATHER_EMBERFALL = new /datum/weather/sif/emberfall(), WEATHER_ASH_STORM = new /datum/weather/sif/ash_storm(), WEATHER_FALLOUT = new /datum/weather/sif/fallout(), WEATHER_FALLOUT_TEMP = new /datum/weather/sif/fallout/temp(), //CHOMPedit begin WEATHER_CONFETTI = new /datum/weather/sif/confetti(), WEATHER_DOWNPOURWARNING = new /datum/weather/sif/downpourwarning(), WEATHER_DOWNPOUR = new /datum/weather/sif/downpour(), WEATHER_DOWNPOURFATAL = new /datum/weather/sif/downpourfatal() //CHOMPedit end ) roundstart_weather_chances = list( WEATHER_CLEAR = 30, WEATHER_OVERCAST = 30, WEATHER_LIGHT_SNOW = 20, WEATHER_FOG = 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 = 55, WEATHER_OVERCAST = 35, WEATHER_FOG = 10 ) transition_messages = list( "The sky clears up.", "The sky is visible.", "The weather is calm." ) sky_visible = TRUE observed_message = "The sky is clear." outdoor_sounds_type = /datum/looping_sound/weather/wind/gentle indoor_sounds_type = /datum/looping_sound/weather/wind/gentle/indoors /datum/weather/sif/overcast name = "overcast" light_modifier = 0.8 transition_chances = list( WEATHER_CLEAR = 25, WEATHER_OVERCAST = 50, WEATHER_LIGHT_SNOW = 10, WEATHER_FOG = 30, WEATHER_SNOW = 5, WEATHER_RAIN = 5, WEATHER_HAIL = 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." ) outdoor_sounds_type = /datum/looping_sound/weather/wind/gentle indoor_sounds_type = /datum/looping_sound/weather/wind/gentle/indoors /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 = 10, WEATHER_LIGHT_SNOW = 40, WEATHER_FOG = 30, WEATHER_SNOW = 15, WEATHER_HAIL = 5 ) observed_message = "It is snowing lightly." transition_messages = list( "Small snowflakes begin to fall from above.", "It begins to snow lightly.", ) outdoor_sounds_type = /datum/looping_sound/weather/wind/gentle indoor_sounds_type = /datum/looping_sound/weather/wind/gentle/indoors /datum/weather/sif/snow name = "moderate snow" icon_state = "snowfall_med" temp_high = T0C // 0c temp_low = 243.15 // -30c wind_high = 2 wind_low = 0 light_modifier = 0.5 flight_failure_modifier = 5 transition_chances = list( WEATHER_LIGHT_SNOW = 20, WEATHER_SNOW = 50, WEATHER_BLIZZARD = 20, WEATHER_HAIL = 5, WEATHER_OVERCAST = 5 ) observed_message = "It is snowing." transition_messages = list( "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/sif/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/sif/blizzard name = "blizzard" icon_state = "snowfall_heavy" temp_high = 243.15 // -30c temp_low = 233.15 // -40c wind_high = 4 wind_low = 2 light_modifier = 0.3 flight_failure_modifier = 10 transition_chances = list( WEATHER_SNOW = 45, WEATHER_BLIZZARD = 40, WEATHER_HAIL = 10, WEATHER_OVERCAST = 5 ) 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." ) outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard /* /datum/weather/sif/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/sif/rain name = "rain" icon_state = "rain" wind_high = 2 wind_low = 1 light_modifier = 0.5 effect_message = "Rain falls on you." transition_chances = list( WEATHER_OVERCAST = 20, WEATHER_LIGHT_SNOW = 5, WEATHER_FOG = 20, WEATHER_RAIN = 40, WEATHER_STORM = 10, WEATHER_HAIL = 5 ) observed_message = "It is raining." transition_messages = list( "The sky is dark, and rain falls down upon you." ) outdoor_sounds_type = /datum/looping_sound/weather/rain indoor_sounds_type = /datum/looping_sound/weather/rain/indoors /datum/weather/sif/rain/process_effects() ..() for(var/mob/living/L as anything in living_mob_list) if(L?.z in holder.our_planet.expected_z_levels) // CHOMPedit Add a check that L has to be valid and not null var/turf/T = get_turf(L) if(!T.is_outdoors()) continue // They're indoors, so no need to rain on them. // If they have an open umbrella, it'll guard from rain var/obj/item/weapon/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, "Rain patters softly onto your umbrella.") continue L.water_act(1) if(show_message) to_chat(L, effect_message) /datum/weather/sif/storm name = "storm" icon_state = "storm" temp_high = 243.15 // -30c temp_low = 233.15 // -40c wind_high = 4 wind_low = 2 light_modifier = 0.3 flight_failure_modifier = 10 effect_message = "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." ) outdoor_sounds_type = /datum/looping_sound/weather/storm indoor_sounds_type = /datum/looping_sound/weather/storm/indoors // CHOMPEdit - change weather sounds to proper storm sounds transition_chances = list( WEATHER_RAIN = 45, WEATHER_STORM = 40, WEATHER_HAIL = 10, WEATHER_FOG = 3, WEATHER_OVERCAST = 2 ) /datum/weather/sif/storm/process_effects() ..() for(var/mob/living/L as anything in living_mob_list) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) if(!T.is_outdoors()) continue // They're indoors, so no need to rain on them. // If they have an open umbrella, it'll guard from rain var/obj/item/weapon/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, "Rain showers loudly onto your umbrella!") continue L.water_act(2) if(show_message) to_chat(L, effect_message) 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/sif/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/sif/hail name = "hail" icon_state = "hail" temp_high = T0C // 0c temp_low = 243.15 // -30c light_modifier = 0.3 flight_failure_modifier = 15 timer_low_bound = 2 timer_high_bound = 5 effect_message = "The hail smacks into you!" transition_chances = list( WEATHER_RAIN = 45, WEATHER_STORM = 40, WEATHER_HAIL = 10, WEATHER_OVERCAST = 5 ) 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." ) /datum/weather/sif/hail/process_effects() ..() for(var/mob/living/carbon/H as anything in human_mob_list) if(H?.z in holder.our_planet.expected_z_levels) // CHOMPedit Add a check that L has to be valid and not null var/turf/T = get_turf(H) if(!T.is_outdoors()) continue // 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/weapon/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, "Hail patters onto your umbrella.") continue 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) continue // 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) continue // 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/sif/fog name = "fog" icon_state = "fog" wind_high = 1 wind_low = 0 light_modifier = 0.7 temp_high = T0C // 0c temp_low = 263.15 // -10c transition_chances = list( WEATHER_FOG = 70, WEATHER_OVERCAST = 15, WEATHER_LIGHT_SNOW = 10, WEATHER_RAIN = 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." ) outdoor_sounds_type = /datum/looping_sound/weather/wind indoor_sounds_type = /datum/looping_sound/weather/wind/indoors // These never happen naturally, and are for adminbuse. // A culty weather. /datum/weather/sif/blood_moon name = "blood moon" light_modifier = 0.5 light_color = "#FF0000" flight_failure_modifier = 25 transition_chances = list( WEATHER_BLOOD_MOON = 100 ) observed_message = "Everything is red. Something really wrong is going on." 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/sif/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/sif/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!" ) // Lets recycle. outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard /datum/weather/sif/ash_storm/process_effects() ..() for(var/mob/living/L as anything in living_mob_list) if(L.z in holder.our_planet.expected_z_levels) var/turf/T = get_turf(L) if(!T.is_outdoors()) continue // They're indoors, so no need to burn them with ash. L.inflict_heat_damage(rand(1, 3)) // Totally radical. /datum/weather/sif/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 /datum/weather/sif/fallout/process_effects() ..() for(var/mob/living/L as anything in living_mob_list) if(L.z in holder.our_planet.expected_z_levels) irradiate_nearby_turf(L) var/turf/T = get_turf(L) if(!T.is_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/sif/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))