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CHOMPStation2/code/modules/planet/virgo3c_vr.dm
CHOMPStation2StaffMirrorBot 5e918deded [MIRROR] Removes Armorsoak (#11879)
Co-authored-by: Reo Lozzot <84661000+ReoDaProtovali@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-11-02 20:00:44 -05:00

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#define VIRGO3C_ONE_ATMOSPHERE 92.5 //kPa
#define VIRGO3C_AVG_TEMP 288.15 //kelvin
#define VIRGO3C_PER_N2 0.78 //percent
#define VIRGO3C_PER_O2 0.21
#define VIRGO3C_PER_N2O 0.00 //Currently no capacity to 'start' a turf with this. See turf.dm
#define VIRGO3C_PER_CO2 0.01
#define VIRGO3C_PER_PHORON 0.00
//Math only beyond this point
#define VIRGO3C_MOL_PER_TURF (VIRGO3C_ONE_ATMOSPHERE*CELL_VOLUME/(VIRGO3C_AVG_TEMP*R_IDEAL_GAS_EQUATION))
#define VIRGO3C_MOL_N2 (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_N2)
#define VIRGO3C_MOL_O2 (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_O2)
#define VIRGO3C_MOL_N2O (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_N2O)
#define VIRGO3C_MOL_CO2 (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_CO2)
#define VIRGO3C_MOL_PHORON (VIRGO3C_MOL_PER_TURF * VIRGO3C_PER_PHORON)
//Turfmakers
#define VIRGO3C_SET_ATMOS nitrogen=VIRGO3C_MOL_N2;oxygen=VIRGO3C_MOL_O2;carbon_dioxide=VIRGO3C_MOL_CO2;phoron=VIRGO3C_MOL_PHORON;temperature=VIRGO3C_AVG_TEMP
#define VIRGO3C_TURF_CREATE(x) x/virgo3c/nitrogen=VIRGO3C_MOL_N2;x/virgo3c/oxygen=VIRGO3C_MOL_O2;x/virgo3c/carbon_dioxide=VIRGO3C_MOL_CO2;x/virgo3c/phoron=VIRGO3C_MOL_PHORON;x/virgo3c/temperature=VIRGO3C_AVG_TEMP;x/virgo3c/outdoors=TRUE;x/virgo3c/update_graphic(list/graphic_add = null, list/graphic_remove = null) return 0
#define VIRGO3C_TURF_CREATE_UN(x) x/virgo3c/nitrogen=VIRGO3C_MOL_N2;x/virgo3c/oxygen=VIRGO3C_MOL_O2;x/virgo3c/carbon_dioxide=VIRGO3C_MOL_CO2;x/virgo3c/phoron=VIRGO3C_MOL_PHORON;x/virgo3c/temperature=VIRGO3C_AVG_TEMP
var/datum/planet/virgo3c/planet_virgo3c = null
/datum/time/virgo3c
seconds_in_day = 6 HOURS
/datum/planet/virgo3c
name = "Virgo-3C"
desc = "A habitable moon of the gas giant Virgo 3. The volcanic activity of this moon keeps its atmosphere warm enough for life to flourish."
current_time = new /datum/time/virgo3c()
planetary_wall_type = /turf/unsimulated/wall/planetary/virgo3c
/datum/planet/virgo3c/New()
..()
planet_virgo3c = src
weather_holder = new /datum/weather_holder/virgo3c(src)
/datum/planet/virgo3c/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 0.3) // Night
low_brightness = 0.3
low_color = "#000066"
high_brightness = 0.4
high_color = "#66004D"
min = 0
if(0.3 to 0.35) // Twilight
low_brightness = 0.5
low_color = "#66004D"
high_brightness = 0.9
high_color = "#CC3300"
min = 0.40
if(0.35 to 0.45) // Sunrise/set
low_brightness = 0.9
low_color = "#CC3300"
high_brightness = 1.0
high_color = "#FF9933"
min = 0.50
if(0.45 to 1.00) // Noon
low_brightness = 1.0
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(new_brightness, new_color)
/datum/weather_holder/virgo3c
temperature = T0C
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/virgo3c/clear(),
WEATHER_OVERCAST = new /datum/weather/virgo3c/overcast(),
WEATHER_LIGHT_SNOW = new /datum/weather/virgo3c/light_snow(),
WEATHER_SNOW = new /datum/weather/virgo3c/snow(),
WEATHER_BLIZZARD = new /datum/weather/virgo3c/blizzard(),
WEATHER_RAIN = new /datum/weather/virgo3c/rain(),
WEATHER_STORM = new /datum/weather/virgo3c/storm(),
WEATHER_HAIL = new /datum/weather/virgo3c/hail(),
WEATHER_FOG = new /datum/weather/virgo3c/fog(),
WEATHER_BLOOD_MOON = new /datum/weather/virgo3c/blood_moon(),
WEATHER_EMBERFALL = new /datum/weather/virgo3c/emberfall(),
WEATHER_ASH_STORM = new /datum/weather/virgo3c/ash_storm(),
WEATHER_ASH_STORM_SAFE = new /datum/weather/virgo3c/ash_storm_safe(),
WEATHER_FALLOUT = new /datum/weather/virgo3c/fallout(),
WEATHER_FALLOUT_TEMP = new /datum/weather/virgo3c/fallout/temp(),
WEATHER_CONFETTI = new /datum/weather/virgo3c/confetti()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 50,
WEATHER_OVERCAST = 10,
WEATHER_RAIN = 1,
WEATHER_LIGHT_SNOW = 1
)
/datum/weather/virgo3c
name = "virgo3c"
temp_high = 283.15 // 10c
temp_low = 273.15 // 0c
/datum/weather/virgo3c/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 120,
WEATHER_OVERCAST = 40,
WEATHER_LIGHT_SNOW = 2,
WEATHER_BLOOD_MOON = 2,
WEATHER_EMBERFALL = 1)
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/virgo3c/overcast
name = "overcast"
temp_high = 283.15 // 10c
temp_low = 273.15 // 0c
light_modifier = 0.8
transition_chances = list(
WEATHER_CLEAR = 50,
WEATHER_OVERCAST = 50,
WEATHER_FOG = 5,
WEATHER_RAIN = 5,
WEATHER_LIGHT_SNOW = 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."
)
imminent_transition_message = "Benign clouds are quickly gathering."
/datum/weather/virgo3c/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 = 25,
WEATHER_OVERCAST = 25,
WEATHER_FOG = 10,
WEATHER_SNOW = 10,
WEATHER_RAIN = 5
)
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/virgo3c/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 = 25,
WEATHER_LIGHT_SNOW = 25,
WEATHER_BLIZZARD = 5
)
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/virgo3c/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 = 50,
WEATHER_SNOW = 50
)
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/virgo3c/rain
name = "rain"
icon_state = "rain"
temp_high = 283.15 // 10c
temp_low = 273.15 // 0c
wind_high = 2
wind_low = 1
light_modifier = 0.5
effect_message = span_warning("Rain falls on you.")
outdoor_sounds_type = /datum/looping_sound/weather/rain
indoor_sounds_type = /datum/looping_sound/weather/rain/indoors
transition_chances = list(
WEATHER_OVERCAST = 25,
WEATHER_RAIN = 25,
WEATHER_FOG = 10,
WEATHER_STORM = 5,
WEATHER_LIGHT_SNOW = 5
)
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."
effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
/datum/weather/virgo3c/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/virgo3c/storm
name = "storm"
icon_state = "storm"
temp_high = 283.15 // 10c
temp_low = 273.15 // 0c
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 = 1 MINUTE
var/max_lightning_cooldown = 5 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 = 50,
WEATHER_RAIN = 50,
WEATHER_BLIZZARD = 5,
WEATHER_HAIL = 5
)
effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
/datum/weather/virgo3c/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/virgo3c/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/virgo3c/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/virgo3c/hail
name = "hail"
icon_state = "hail"
temp_high = 268.15 // -5c
temp_low = 263.15 // -10c
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_FOG = 5,
WEATHER_HAIL = 25,
WEATHER_RAIN = 75
)
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/virgo3c/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/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.
H.apply_damage(damage, BRUTE, target_zone, amount_blocked)
if(show_message)
to_chat(H, effect_message)
/datum/weather/virgo3c/fog
name = "fog"
icon_state = "fog"
wind_high = 1
wind_low = 0
light_modifier = 0.7
temp_high = 273.15 // 0c
temp_low = 263.15 // -10c
transition_chances = list(
WEATHER_FOG = 50,
WEATHER_OVERCAST = 45,
WEATHER_LIGHT_SNOW = 5
)
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/virgo3c/blood_moon
name = "blood moon"
light_modifier = 0.5
light_color = "#FF0000"
temp_high = 283.15 // 10c
temp_low = 273.15 // 0c
flight_failure_modifier = 25
timer_low_bound = 10
timer_high_bound = 15
transition_chances = list(
WEATHER_BLOOD_MOON = 25,
WEATHER_CLEAR = 75
)
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/virgo3c/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
timer_low_bound = 8
timer_high_bound = 10
transition_chances = list(
WEATHER_ASH_STORM = 100
)
observed_message = "Soot, ash, and embers float down from above."
transition_messages = list(
"Gentle embers waft down around you like black snow. A wall of dark, glowing ash approaches in the distance..."
)
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/virgo3c/ash_storm
name = "ash storm"
icon_state = "ashfall_heavy"
light_modifier = 0.1
light_color = "#FF0000"
temp_high = 313.15 // 40c
temp_low = 303.15 // 30c
wind_high = 6
wind_low = 3
flight_failure_modifier = 50
timer_low_bound = 4
timer_high_bound = 6
transition_chances = list(
WEATHER_ASH_STORM = 20,
WEATHER_CLEAR = 80
)
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/virgo3c/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.
else if (isanimal(L))
return //Don't murder the wildlife, they live here it's fine
L.inflict_heat_damage(1)
to_chat(L, span_warning("Smoldering ash singes you!"))
//A non-lethal variant of the ash_storm. Stays on indefinitely.
/datum/weather/virgo3c/ash_storm_safe
name = "light ash storm"
icon_state = "ashfall_moderate"
light_modifier = 0.1
light_color = "#FF0000"
temp_high = 313.15 // 40c
temp_low = 303.15 // 30c
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/virgo3c/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/virgo3c/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/virgo3c/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/virgo3c/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/virgo3c/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...?"
/turf/unsimulated/wall/planetary/virgo3c
name = "impassable rock"
desc = "It's quite impassable"
icon = 'icons/turf/walls.dmi'
icon_state = "rock-dark"
alpha = 0xFF
VIRGO3C_SET_ATMOS
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/newdirt)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/newdirt_nograss)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk/side)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk/slab)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/water)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/water/deep)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/reinforced)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/glass/reinforced)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled/dark)
VIRGO3C_TURF_CREATE(/turf/simulated/mineral)
VIRGO3C_TURF_CREATE(/turf/simulated/mineral/ignore_cavegen)
VIRGO3C_TURF_CREATE(/turf/simulated/floor)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/wood)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/wood/sif)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/beach/sand)
VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled/asteroid_steel/outdoors)
/turf/simulated/open/virgo3c
VIRGO3C_SET_ATMOS
/* Handled by parent now
/turf/simulated/open/virgo3c/Initialize(mapload)
. = ..()
if(is_outdoors())
SSplanets.addTurf(src)
*/
/turf/simulated/mineral/cave/virgo3c
VIRGO3C_SET_ATMOS
outdoors = OUTDOORS_NO
/turf/simulated/mineral/floor/virgo3c
VIRGO3C_SET_ATMOS
outdoors = OUTDOORS_NO
/turf/simulated/mineral/floor/ignore_mapgen/virgo3c
VIRGO3C_SET_ATMOS
outdoors = OUTDOORS_NO
/turf/simulated/floor/outdoors/grass/virgo3c
VIRGO3C_SET_ATMOS
/* CHOMPRemove Start
grass_types = list(
/obj/structure/flora/ausbushes/sparsegrass = 50,
/obj/structure/flora/ausbushes/fullgrass = 50,
/obj/structure/flora/ausbushes/brflowers = 1,
/obj/structure/flora/ausbushes/ppflowers = 1,
/obj/structure/flora/ausbushes/ywflowers = 1
)
*/// CHOMPRemove End
/turf/simulated/floor/outdoors/grass/forest/virgo3c
VIRGO3C_SET_ATMOS
var/tree_chance = 5
animal_chance = 0.5
var/animal_types = list(
/mob/living/simple_mob/vore/redpanda = 40,
/mob/living/simple_mob/vore/redpanda/fae = 2,
/mob/living/simple_mob/vore/sheep = 20,
/mob/living/simple_mob/vore/rabbit/black = 20,
/mob/living/simple_mob/vore/rabbit/white = 20,
/mob/living/simple_mob/vore/rabbit/brown = 20,
/mob/living/simple_mob/vore/leopardmander = 2,
/mob/living/simple_mob/vore/horse/big = 10,
/mob/living/simple_mob/vore/bigdragon/friendly = 1,
/mob/living/simple_mob/vore/alienanimals/dustjumper = 20
)
/turf/simulated/floor/outdoors/grass/forest/virgo3c/Initialize(mapload)
if(tree_chance && prob(tree_chance) && !check_density())
new /obj/structure/flora/tree/bigtree(src)
if(animal_chance && prob(animal_chance) && !check_density())
var/animal_type = pickweight(animal_types)
new animal_type(src)
. = ..()
/turf/simulated/floor/outdoors/grass/forest/virgo3c/notrees
tree_chance = 0
#undef VIRGO3C_ONE_ATMOSPHERE
#undef VIRGO3C_AVG_TEMP
#undef VIRGO3C_PER_N2
#undef VIRGO3C_PER_O2
#undef VIRGO3C_PER_N2O
#undef VIRGO3C_PER_CO2
#undef VIRGO3C_PER_PHORON
#undef VIRGO3C_MOL_PER_TURF
#undef VIRGO3C_MOL_N2
#undef VIRGO3C_MOL_O2
#undef VIRGO3C_MOL_N2O
#undef VIRGO3C_MOL_CO2
#undef VIRGO3C_MOL_PHORON
#undef VIRGO3C_SET_ATMOS
#undef VIRGO3C_TURF_CREATE
#undef VIRGO3C_TURF_CREATE_UN