Files
CHOMPStation2/code/modules/planet/sif.dm
Arokha Sieyes aaeae6695a Make planets more generic
So that Sif doesn't have to be the only one!
2017-04-14 21:36:48 -04:00

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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.
/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