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CHOMPStation2/modular_chomp/code/modules/planet/sif.dm

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//Sif defines
/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(),
WEATHER_CONFETTI = new /datum/weather/sif/confetti(),
WEATHER_EERIE_WIND = new /datum/weather/sif/eeriewind(),
WEATHER_SANDSTORM = new /datum/weather/sif/sandstorm(),
WEATHER_TOXIN_RAIN = new /datum/weather/sif/toxinrain(),
WEATHER_STARRY_RIFT = new /datum/weather/sif/starryrift(),
WEATHER_MIDNIGHT_FOG = new /datum/weather/sif/midnightfog(),
WEATHER_DOWNPOURWARNING = new /datum/weather/sif/downpourwarning(),
WEATHER_DOWNPOUR = new /datum/weather/sif/downpour(),
WEATHER_DOWNPOURFATAL = new /datum/weather/sif/downpourfatal() //CHOMPedit end
)
//Weather
/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 = 30,
WEATHER_CLEAR = 35,
WEATHER_OVERCAST = 15,
WEATHER_LIGHT_SNOW = 10,
WEATHER_RAIN = 5,
WEATHER_EERIE_WIND = 5
)
imminent_transition_message = "Fog settles down."
/datum/weather/sif/fallout/temp //fixys firework stars
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
)
imminent_transition_message = "Fireworks begin to fly."
/datum/weather/sif/confetti //fixys firework stars
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/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 = 40,
WEATHER_BLIZZARD = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5,
WEATHER_EERIE_WIND = 5
)
imminent_transition_message = "A blinding snowstorm rolls in."
//Anomalous Weather
/datum/weather/sif/eeriewind
name = "breezy winds"
transition_chances = list(
WEATHER_SANDSTORM = 25,
WEATHER_TOXIN_RAIN = 25,
WEATHER_STARRY_RIFT = 25,
WEATHER_MIDNIGHT_FOG = 25
)
imminent_transition_message = "The wind begins to howl."
/datum/weather/sif/toxinrain //wanted phoron but explosions come with phoron
name = "toxic rain"
icon_state = "toxic_rain"
//light_modifier = 0.7
temp_high = 283.15
temp_low = 303.15
transition_chances = list(
WEATHER_OVERCAST = 100
)
imminent_transition_message = "The sky fills with green clouds."
/datum/weather/sif/toxinrain/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
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("Rain patters onto your umbrella."))
continue
var/target_zone = pick(BP_ALL)
var/amount_blocked = H.run_armor_check(target_zone, "bio")
var/amount_soaked = H.get_armor_soak(target_zone, "bio")
var/damage = rand(1,5)
if(amount_blocked >= 40)
continue
if(amount_soaked >= damage)
continue // No need to apply damage.
H.apply_damage(damage, BURN, target_zone, amount_blocked, amount_soaked, used_weapon = "acidic rain")
if(show_message)
to_chat(H, effect_message)
/datum/weather/sif/sandstorm
name = "Sandstorm"
icon_state = "sandstorm"
temp_low = 293.15
temp_high = 313.15
transition_chances = list(
WEATHER_OVERCAST = 100
)
imminent_transition_message = "Pebbles fly through the sky."
/datum/weather/sif/sandstorm/process_effects()
..()
for(var/mob/living/carbon/H as anything in human_mob_list)
if(H?.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(H)
if(!T.is_outdoors())
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(1,2)
if(amount_blocked >= 10)
continue
if(amount_soaked >= damage)
continue // No need to apply damage.
H.apply_damage(damage, BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "sand")
if(show_message)
to_chat(H, effect_message)
//datum/weather/sif/stupidbrainwantingthingsinfives
/datum/weather/sif/starryrift
name = "starry skies"
icon_state = "starry_night"
light_modifier = 1.5
temp_low = 283.15
temp_high = 303.15
transition_chances = list(
WEATHER_OVERCAST = 100
)
imminent_transition_message = "Stars begin to dance closer then before."
/datum/weather/sif/starryrift/process_effects()
..()
for(var/mob/living/carbon/H as anything in human_mob_list)
if(H?.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(H)
if(!T.is_outdoors())
continue
H.add_modifier(/datum/modifier/starrynight_boon, 1 SECONDS, src)
/datum/modifier/starrynight_boon
name = "Starry Night"
desc = "You feel serene and well rested."
stacks = MODIFIER_STACK_EXTEND
incoming_healing_percent = 2
/*
/datum/modifier/starrynight_boon/tick() Wanna have this and it's counter part mess with kin but brain says noto figuring out how lol
holder.shadekin_adjust_energy(-3)
*/
/datum/modifier/midnightfog_boon
name = "Midnight Fog"
desc = "You feel not fully there."
stacks = MODIFIER_STACK_EXTEND
bleeding_rate_percent = 2 //It desires you
evasion = 10 //Worlds bend and meld. Small chance you aren't where you appear to be
/*
/datum/modifier/midnightfog_boon/tick()
holder.shadekin_adjust_energy(3)
*/
/datum/weather/sif/midnightfog
name = "heavy fog"
icon_state = "midnight_fog"
light_modifier = 0.3
temp_low = 283.15
temp_high = 303.15
transition_chances = list(
WEATHER_OVERCAST = 100
)
imminent_transition_message = "Fog emerges from nowhere."
/datum/weather/sif/midnightfog/process_effects()
..()
for(var/mob/living/carbon/H as anything in human_mob_list)
if(H?.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(H)
if(!T.is_outdoors())
continue
H.add_modifier(/datum/modifier/midnightfog_boon, 1 SECONDS, src)
/datum/weather/sif/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
)
imminent_transition_message = "A fallout has settled upon sif."
/datum/weather/sif/downpourwarning
name = "early extreme monsoon"
light_modifier = 0.4
timer_low_bound = 1
timer_high_bound = 2
imminent_transition_message = "A fatal monsoon approaches."
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/sif/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!")
imminent_transition_message = "A fatal monsoon approaches."
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
/datum/weather/sif/downpour/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, knock it off, this is more then an umbrella
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)
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/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/sif/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!")
imminent_transition_message = "A fatal monsoon approaches."
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
/datum/weather/sif/downpourfatal/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.
// 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)
continue
if(amount_soaked >= damage)
continue // 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)
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/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)