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CHOMPStation2/code/modules/planet/thor.dm
CHOMPStation2StaffMirrorBot 5853b61b55 [MIRROR] New to init final (#10649)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-04-17 13:52:07 +02:00

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var/datum/planet/thor/planet_thor = null
/datum/time/thor
seconds_in_day = 24 HOURS
/datum/planet/thor
name = "Thor"
desc = "Sif's moon, heavy in flora and fauna." //rewrite me
current_time = new /datum/time/thor()
// expected_z_levels = list(1) // This is defined elsewhere.
planetary_wall_type = /turf/unsimulated/wall/planetary/normal/thor
/datum/planet/thor/New()
..()
planet_thor = src
weather_holder = new /datum/weather_holder/thor(src)
/datum/planet/thor/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 0.20) // Night
low_brightness = 0.1
low_color = "#0A0028"
high_brightness = 0.3
high_color = "#21007F"
min = 0
if(0.20 to 0.30) // Twilight
low_brightness = 0.35
low_color = "#310D54"
high_brightness = 0.5
high_color = "#58389E"
min = 0.40
if(0.30 to 0.40) // Sunrise/set
low_brightness = 0.5
low_color = "#19277F"
high_brightness = 0.6
high_color = "#2437B5"
min = 0.50
if(0.40 to 1.00) // Noon
low_brightness = 0.6
low_color = "#487EBF"
high_brightness = 0.7
high_color = "#2B95FF"
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)
//todo, remove snow and other weathers, this is copypastad from v4
/datum/weather_holder/thor
temperature = 313
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/thor/clear(),
WEATHER_OVERCAST = new /datum/weather/thor/overcast(),
WEATHER_LIGHT_SNOW = new /datum/weather/thor/light_snow(),
WEATHER_SNOW = new /datum/weather/thor/snow(),
WEATHER_BLIZZARD = new /datum/weather/thor/blizzard(),
WEATHER_RAIN = new /datum/weather/thor/rain(),
WEATHER_STORM = new /datum/weather/thor/storm(),
WEATHER_HAIL = new /datum/weather/thor/hail(),
WEATHER_FOG = new /datum/weather/thor/fog(),
WEATHER_BLOOD_MOON = new /datum/weather/thor/blood_moon(),
WEATHER_EMBERFALL = new /datum/weather/thor/emberfall(),
WEATHER_ASH_STORM = new /datum/weather/thor/ash_storm(),
WEATHER_ASH_STORM_SAFE = new /datum/weather/thor/ash_storm_safe(),
WEATHER_FALLOUT = new /datum/weather/thor/fallout(),
WEATHER_FALLOUT_TEMP = new /datum/weather/thor/fallout/temp(),
WEATHER_CONFETTI = new /datum/weather/thor/confetti(),
WEATHER_DOWNPOURWARNING = new /datum/weather/thor/downpourwarning(),
WEATHER_DOWNPOUR = new /datum/weather/thor/downpour(),
WEATHER_DOWNPOURFATAL = new /datum/weather/thor/downpourfatal()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 20,
WEATHER_OVERCAST = 10,
WEATHER_RAIN = 50
)
/datum/weather/thor
name = "thor"
temp_high = 313.15 // 40c
temp_low = 298.15 // 25c
/datum/weather/thor/clear
name = "clear"
transition_chances = list(
WEATHER_RAIN = 60,
WEATHER_CLEAR = 10,
WEATHER_OVERCAST = 20)
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/thor/overcast
name = "overcast"
temp_high = 308.15 // 35c
temp_low = 298.15 // 25c
light_modifier = 0.8
transition_chances = list(
WEATHER_CLEAR = 5,
WEATHER_OVERCAST = 50,
WEATHER_RAIN = 40
)
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/thor/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 = 15,
WEATHER_OVERCAST = 80
)
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/thor/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 = 10,
WEATHER_LIGHT_SNOW = 80
)
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/thor/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/thor/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 = 5,
WEATHER_SNOW = 80
)
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/thor/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/thor/rain
name = "rain"
icon_state = "rain"
temp_high = 308.15 // 35c
temp_low = 298.15 // 25c
wind_high = 2
wind_low = 1
light_modifier = 0.5
effect_message = span_warning("Rain falls on you.")
transition_chances = list(
WEATHER_OVERCAST = 25,
WEATHER_RAIN = 50
)
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."
outdoor_sounds_type = /datum/looping_sound/weather/rain
indoor_sounds_type = /datum/looping_sound/weather/rain/indoors
effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
/datum/weather/thor/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/thor/storm
name = "storm"
icon_state = "storm"
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 = 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."
)
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 = 10,
WEATHER_RAIN = 80
)
effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
/datum/weather/thor/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/thor/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/thor/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/thor/hail
name = "hail"
icon_state = "hail"
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_HAIL = 10,
WEATHER_SNOW = 40,
WEATHER_RAIN = 40
)
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/thor/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/amount_soaked = H.get_armor_soak(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.
if(amount_soaked >= damage)
return // 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/thor/fog
name = "fog"
icon_state = "fog"
wind_high = 1
wind_low = 0
light_modifier = 0.7
temp_high = 283.15 // 10c
temp_low = 273.15 // 0c
transition_chances = list(
WEATHER_FOG = 10,
WEATHER_OVERCAST = 15
)
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/thor/blood_moon
name = "blood moon"
light_modifier = 0.5
light_color = "#FF0000"
temp_high = 293.15 // 20c
temp_low = 283.15 // 10c
flight_failure_modifier = 25
transition_chances = list(
WEATHER_BLOOD_MOON = 100
)
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/thor/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."
)
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/thor/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!"
)
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/thor/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.
L.inflict_heat_damage(rand(1, 3))
//A non-lethal variant of the ash_storm. Stays on indefinitely.
/datum/weather/thor/ash_storm_safe
name = "light ash storm"
icon_state = "ashfall_moderate"
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_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/thor/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/thor/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/thor/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/thor/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/thor/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...?"
/datum/weather/thor/downpourwarning
name = "early extreme monsoon"
light_modifier = 0.4
timer_low_bound = 1
timer_high_bound = 2
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/thor/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!")
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
effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
/datum/weather/thor/downpour/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, knock it off
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)
/datum/weather/thor/downpour/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/thor/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/thor/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!")
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
effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
/datum/weather/thor/downpourfatal/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.
// 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)
return
if(amount_soaked >= damage)
return // 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)
/datum/weather/thor/downpourfatal/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/thor/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)
/turf/unsimulated/wall/planetary/normal/thor
name = "deep ocean"
alpha = 0
/obj/machinery/power/smes/buildable/offmap_spawn/empty/Initialize(mapload)
. = ..()
charge = 0
RCon = TRUE
input_level = input_level_max
output_level = output_level_max
input_attempt = TRUE