mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
378 lines
12 KiB
Plaintext
378 lines
12 KiB
Plaintext
var/datum/planet/sif/planet_sif = null
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/datum/planet/sif
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name = "Sif"
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/datum/planet/sif
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name = "Sif"
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desc = "Sif is a terrestrial planet in the Vir system. It is somewhat earth-like, in that it has oceans, a \
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breathable atmosphere, a magnetic field, weather, and similar gravity to Earth. It is currently the capital planet of Vir. \
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Its center of government is the equatorial city and site of first settlement, New Reykjavik." // Ripped straight from the wiki.
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current_time = new /datum/time/sif() // 32 hour clocks are nice.
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// expected_z_levels = list(1) // To be changed when real map is finished.
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planetary_wall_type = /turf/unsimulated/wall/planetary/sif
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/datum/planet/sif/New()
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..()
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planet_sif = src
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weather_holder = new /datum/weather_holder/sif(src) // Cold weather is also nice.
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// This code is horrible.
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/datum/planet/sif/update_sun()
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..()
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var/datum/time/time = current_time
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var/length_of_day = time.seconds_in_day / 10 / 60 / 60 // 32
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var/noon = length_of_day / 2
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var/distance_from_noon = abs(text2num(time.show_time("hh")) - noon)
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sun_position = distance_from_noon / noon
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sun_position = abs(sun_position - 1)
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var/low_brightness = null
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var/high_brightness = null
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var/low_color = null
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var/high_color = null
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var/min = 0
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switch(sun_position)
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if(0 to 0.40) // Night
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low_brightness = 0.2
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low_color = "#000066"
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high_brightness = 0.5
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high_color = "#66004D"
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min = 0
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if(0.40 to 0.50) // Twilight
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low_brightness = 0.6
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low_color = "#66004D"
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high_brightness = 0.8
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high_color = "#CC3300"
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min = 0.40
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if(0.50 to 0.70) // Sunrise/set
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low_brightness = 0.8
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low_color = "#CC3300"
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high_brightness = 0.9
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high_color = "#FF9933"
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min = 0.50
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if(0.70 to 1.00) // Noon
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low_brightness = 0.9
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low_color = "#DDDDDD"
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high_brightness = 1.0
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high_color = "#FFFFFF"
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min = 0.70
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var/lerp_weight = (abs(min - sun_position)) * 4
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var/weather_light_modifier = 1
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if(weather_holder && weather_holder.current_weather)
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weather_light_modifier = weather_holder.current_weather.light_modifier
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var/new_brightness = (Interpolate(low_brightness, high_brightness, weight = lerp_weight) ) * weather_light_modifier
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var/new_color = null
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if(weather_holder && weather_holder.current_weather && weather_holder.current_weather.light_color)
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new_color = weather_holder.current_weather.light_color
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else
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var/list/low_color_list = hex2rgb(low_color)
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var/low_r = low_color_list[1]
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var/low_g = low_color_list[2]
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var/low_b = low_color_list[3]
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var/list/high_color_list = hex2rgb(high_color)
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var/high_r = high_color_list[1]
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var/high_g = high_color_list[2]
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var/high_b = high_color_list[3]
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var/new_r = Interpolate(low_r, high_r, weight = lerp_weight)
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var/new_g = Interpolate(low_g, high_g, weight = lerp_weight)
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var/new_b = Interpolate(low_b, high_b, weight = lerp_weight)
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new_color = rgb(new_r, new_g, new_b)
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spawn(1)
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update_sun_deferred(2, new_brightness, new_color)
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// 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.
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/datum/time/sif
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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.
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// Returns the time datum of Sif.
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/proc/get_sif_time()
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if(planet_sif)
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return planet_sif.current_time
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//Weather definitions
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/datum/weather_holder/sif
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temperature = T0C
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allowed_weather_types = list(
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WEATHER_CLEAR = new /datum/weather/sif/clear(),
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WEATHER_OVERCAST = new /datum/weather/sif/overcast(),
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WEATHER_LIGHT_SNOW = new /datum/weather/sif/light_snow(),
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WEATHER_SNOW = new /datum/weather/sif/snow(),
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WEATHER_BLIZZARD = new /datum/weather/sif/blizzard(),
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WEATHER_RAIN = new /datum/weather/sif/rain(),
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WEATHER_STORM = new /datum/weather/sif/storm(),
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WEATHER_HAIL = new /datum/weather/sif/hail(),
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WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon()
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)
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roundstart_weather_chances = list(
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WEATHER_CLEAR = 30,
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WEATHER_OVERCAST = 30,
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WEATHER_LIGHT_SNOW = 20,
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WEATHER_SNOW = 5,
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WEATHER_BLIZZARD = 5,
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WEATHER_RAIN = 5,
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WEATHER_STORM = 2.5,
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WEATHER_HAIL = 2.5
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)
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datum/weather/sif
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name = "sif base"
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temp_high = 283.15 // 10c
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temp_low = 263.15 // -10c
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/datum/weather/sif/clear
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name = "clear"
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transition_chances = list(
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WEATHER_CLEAR = 60,
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WEATHER_OVERCAST = 40
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)
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/datum/weather/sif/overcast
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name = "overcast"
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light_modifier = 0.8
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transition_chances = list(
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WEATHER_CLEAR = 25,
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WEATHER_OVERCAST = 50,
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WEATHER_LIGHT_SNOW = 10,
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WEATHER_SNOW = 5,
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WEATHER_RAIN = 5,
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WEATHER_HAIL = 5
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)
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/datum/weather/sif/light_snow
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name = "light snow"
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icon_state = "snowfall_light"
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temp_high = T0C // 0c
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temp_low = 258.15 // -15c
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light_modifier = 0.7
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transition_chances = list(
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WEATHER_OVERCAST = 20,
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WEATHER_LIGHT_SNOW = 50,
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WEATHER_SNOW = 25,
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WEATHER_HAIL = 5
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)
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/datum/weather/sif/snow
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name = "moderate snow"
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icon_state = "snowfall_med"
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temp_high = T0C // 0c
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temp_low = 243.15 // -30c
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light_modifier = 0.5
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flight_failure_modifier = 5
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transition_chances = list(
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WEATHER_LIGHT_SNOW = 20,
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WEATHER_SNOW = 50,
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WEATHER_BLIZZARD = 20,
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WEATHER_HAIL = 5,
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WEATHER_OVERCAST = 5
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)
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/datum/weather/sif/snow/process_effects()
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..()
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for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
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if(S.z in holder.our_planet.expected_z_levels)
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for(var/dir_checked in cardinal)
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var/turf/simulated/floor/T = get_step(S, dir_checked)
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if(istype(T))
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if(istype(T, /turf/simulated/floor/outdoors) && prob(33))
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T.chill()
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/datum/weather/sif/blizzard
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name = "blizzard"
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icon_state = "snowfall_heavy"
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temp_high = 243.15 // -30c
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temp_low = 233.15 // -40c
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light_modifier = 0.3
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flight_failure_modifier = 10
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transition_chances = list(
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WEATHER_SNOW = 45,
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WEATHER_BLIZZARD = 40,
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WEATHER_HAIL = 10,
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WEATHER_OVERCAST = 5
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)
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/datum/weather/sif/blizzard/process_effects()
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..()
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for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
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if(S.z in holder.our_planet.expected_z_levels)
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for(var/dir_checked in cardinal)
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var/turf/simulated/floor/T = get_step(S, dir_checked)
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if(istype(T))
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if(istype(T, /turf/simulated/floor/outdoors) && prob(50))
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T.chill()
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/datum/weather/sif/rain
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name = "rain"
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icon_state = "rain"
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light_modifier = 0.5
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effect_message = "<span class='warning'>Rain falls on you.</span>"
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transition_chances = list(
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WEATHER_OVERCAST = 25,
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WEATHER_LIGHT_SNOW = 10,
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WEATHER_RAIN = 50,
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WEATHER_STORM = 10,
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WEATHER_HAIL = 5
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)
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/datum/weather/sif/rain/process_effects()
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..()
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for(var/mob/living/L in living_mob_list)
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if(L.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(L)
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if(!T.outdoors)
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continue // They're indoors, so no need to rain on them.
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// If they have an open umbrella, it'll guard from rain
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if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
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if(U.open)
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if(show_message)
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to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella</span>")
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continue
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else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
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if(U.open)
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if(show_message)
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to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella</span>")
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continue
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L.water_act(1)
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if(show_message)
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to_chat(L, effect_message)
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/datum/weather/sif/storm
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name = "storm"
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icon_state = "storm"
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temp_high = 243.15 // -30c
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temp_low = 233.15 // -40c
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light_modifier = 0.3
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flight_failure_modifier = 10
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var/next_lightning_strike = 0 // world.time when lightning will strike.
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var/min_lightning_cooldown = 5 SECONDS
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var/max_lightning_cooldown = 1 MINUTE
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transition_chances = list(
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WEATHER_RAIN = 45,
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WEATHER_STORM = 40,
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WEATHER_HAIL = 10,
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WEATHER_OVERCAST = 5
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)
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/datum/weather/sif/storm/process_effects()
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..()
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for(var/mob/living/L in living_mob_list)
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if(L.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(L)
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if(!T.outdoors)
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continue // They're indoors, so no need to rain on them.
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// If they have an open umbrella, it'll get stolen by the wind
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if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
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if(U.open)
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to_chat(L, "<span class='warning'>A gust of wind yanks the umbrella from your hand!</span>")
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L.drop_from_inventory(U)
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U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
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else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
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if(U.open)
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to_chat(L, "<span class='warning'>A gust of wind yanks the umbrella from your hand!</span>")
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L.drop_from_inventory(U)
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U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
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L.water_act(2)
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to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
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handle_lightning()
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// This gets called to do lightning periodically.
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// There is a seperate function to do the actual lightning strike, so that badmins can play with it.
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/datum/weather/sif/storm/proc/handle_lightning()
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if(world.time < next_lightning_strike)
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return // It's too soon to strike again.
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next_lightning_strike = world.time + rand(min_lightning_cooldown, max_lightning_cooldown)
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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.
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lightning_strike(T)
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/datum/weather/sif/hail
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name = "hail"
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icon_state = "hail"
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temp_high = T0C // 0c
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temp_low = 243.15 // -30c
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light_modifier = 0.3
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flight_failure_modifier = 15
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timer_low_bound = 2
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timer_high_bound = 5
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effect_message = "<span class='warning'>The hail smacks into you!</span>"
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transition_chances = list(
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WEATHER_RAIN = 45,
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WEATHER_STORM = 40,
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WEATHER_HAIL = 10,
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WEATHER_OVERCAST = 5
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)
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/datum/weather/sif/hail/process_effects()
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..()
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for(var/mob/living/carbon/human/H in living_mob_list)
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if(H.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(H)
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if(!T.outdoors)
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continue // They're indoors, so no need to pelt them with ice.
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// If they have an open umbrella, it'll guard from rain
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// Message plays every time the umbrella gets stolen, just so they're especially aware of what's happening
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if(istype(H.get_active_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = H.get_active_hand()
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if(U.open)
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if(show_message)
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to_chat(H, "<span class='notice'>Hail patters gently onto your umbrella.</span>")
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continue
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else if(istype(H.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = H.get_inactive_hand()
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if(U.open)
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if(show_message)
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to_chat(H, "<span class='notice'>Hail patters gently onto your umbrella.</span>")
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continue
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var/target_zone = pick(BP_ALL)
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var/amount_blocked = H.run_armor_check(target_zone, "melee")
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var/amount_soaked = H.get_armor_soak(target_zone, "melee")
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if(amount_blocked >= 100)
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continue // No need to apply damage.
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if(amount_soaked >= 10)
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continue // No need to apply damage.
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H.apply_damage(rand(1, 3), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
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if(show_message)
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to_chat(H, effect_message)
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/datum/weather/sif/blood_moon
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name = "blood moon"
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light_modifier = 0.5
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light_color = "#FF0000"
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flight_failure_modifier = 25
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transition_chances = list(
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WEATHER_BLOODMOON = 100
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)
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