mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
* Merge pull request #10119 from VOREStation/upstream-merge-8015 [MIRROR] Optimizes SSplanets initialization * [MIRROR] Optimizes SSplanets initialization Co-authored-by: Novacat <35587478+Novacat@users.noreply.github.com>
554 lines
16 KiB
Plaintext
554 lines
16 KiB
Plaintext
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.
|
|
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 = 0.2
|
|
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/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(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
|
|
|
|
//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_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()
|
|
)
|
|
roundstart_weather_chances = list(
|
|
WEATHER_CLEAR = 30,
|
|
WEATHER_OVERCAST = 30,
|
|
WEATHER_LIGHT_SNOW = 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 = 60,
|
|
WEATHER_OVERCAST = 40
|
|
)
|
|
transition_messages = list(
|
|
"The sky clears up.",
|
|
"The sky is visible.",
|
|
"The weather is calm."
|
|
)
|
|
sky_visible = TRUE
|
|
observed_message = "The sky is clear."
|
|
|
|
/datum/weather/sif/overcast
|
|
name = "overcast"
|
|
light_modifier = 0.8
|
|
transition_chances = list(
|
|
WEATHER_CLEAR = 25,
|
|
WEATHER_OVERCAST = 50,
|
|
WEATHER_LIGHT_SNOW = 10,
|
|
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."
|
|
)
|
|
|
|
/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 = 20,
|
|
WEATHER_LIGHT_SNOW = 50,
|
|
WEATHER_SNOW = 25,
|
|
WEATHER_HAIL = 5
|
|
)
|
|
observed_message = "It is snowing lightly."
|
|
transition_messages = list(
|
|
"Small snowflakes begin to fall from above.",
|
|
"It begins to snow lightly.",
|
|
)
|
|
|
|
/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 = "<span class='warning'>Rain falls on you.</span>"
|
|
|
|
transition_chances = list(
|
|
WEATHER_OVERCAST = 25,
|
|
WEATHER_LIGHT_SNOW = 10,
|
|
WEATHER_RAIN = 50,
|
|
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)
|
|
var/turf/T = get_turf(L)
|
|
if(!T.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, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
|
|
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 = "<span class='warning'>Rain falls on you, drenching you in water.</span>"
|
|
|
|
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/rain
|
|
indoor_sounds_type = /datum/looping_sound/weather/rain/indoors
|
|
|
|
|
|
transition_chances = list(
|
|
WEATHER_RAIN = 45,
|
|
WEATHER_STORM = 40,
|
|
WEATHER_HAIL = 10,
|
|
WEATHER_OVERCAST = 5
|
|
)
|
|
|
|
/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.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, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
|
|
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 = "<span class='warning'>The hail smacks into you!</span>"
|
|
|
|
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)
|
|
var/turf/T = get_turf(H)
|
|
if(!T.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, "<span class='notice'>Hail patters onto your umbrella.</span>")
|
|
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)
|
|
|
|
|
|
// 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_BLOODMOON = 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/thing in living_mob_list)
|
|
var/mob/living/L = thing
|
|
if(L.z in holder.our_planet.expected_z_levels)
|
|
var/turf/T = get_turf(L)
|
|
if(!T.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."
|
|
)
|
|
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/thing in living_mob_list)
|
|
var/mob/living/L = thing
|
|
if(L.z in holder.our_planet.expected_z_levels)
|
|
irradiate_nearby_turf(L)
|
|
var/turf/T = get_turf(L)
|
|
if(!T.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.outdoors)
|
|
SSradiation.radiate(T, rand(fallout_rad_low, fallout_rad_high))
|