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CHOMPStation2/modular_chomp/code/modules/planet/tyr.dm
2024-10-11 00:47:36 +02:00

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var/datum/planet/tyr/planet_tyr = null
/datum/time/tyr
seconds_in_day = 12 HOURS
/datum/planet/tyr
name = "Tyr"
desc = "Tyr, a hot planet." //rewrite me
current_time = new /datum/time/tyr()
// expected_z_levels = list(1) // This is defined elsewhere.
planetary_wall_type = /turf/unsimulated/wall/planetary/normal/tyr
/datum/planet/tyr/New()
..()
planet_thor = src
weather_holder = new /datum/weather_holder/tyr(src)
/datum/planet/tyr/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)
//Ooooh weathers
/datum/weather_holder/tyr
temperature = 313
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/tyr/clear(),
WEATHER_FIRESTART = new /datum/weather/tyr/firestart(),
WEATHER_FLAMESTORM = new /datum/weather/tyr/flamestorm(),
WEATHER_SANDSTORM = new /datum/weather/tyr/sandstorm(),
WEATHER_HEAVYSANDSTORM = new /datum/weather/tyr/sandstorm_fierce(),
WEATHER_FALLOUT_TEMP = new /datum/weather/tyr/starrynight(),
WEATHER_BLIZZARD = new /datum/weather/tyr/blizzard(),
WEATHER_STORM = new /datum/weather/tyr/storm(),
WEATHER_FOG = new /datum/weather/tyr/fog()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 100
)
/datum/weather/tyr
name = "tyr"
temp_high = 323.15
temp_low = 300.15
light_modifier = 1
/datum/weather/tyr/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 50,
WEATHER_SANDSTORM = 50
)
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/tyr/firestart
name = "warm winds"
icon_state = "ashfall_light"
transition_chances = list(
WEATHER_FIRESTART = 50,
WEATHER_FLAMESTORM = 50)
transition_messages = list(
"The sky begins to turn orange."
)
sky_visible = TRUE
observed_message = "The sky is orange."
imminent_transition_message = "The sky flares orange."
/datum/weather/tyr/flamestorm
name = "fire storm"
icon_state = "ashfall_light"
transition_chances = list(
WEATHER_FLAMESTORM = 50,
WEATHER_CLEAR = 50)
transition_messages = list(
"The sky is engulfed by flames."
)
sky_visible = TRUE
observed_message = "The sky is on fire."
imminent_transition_message = "The sky is set ablaze."
/datum/weather/tyr/flamestorm/process_effects()
..()
for(var/mob/living/carbon/H as anything in human_mob_list)
if(H?.z in holder.our_planet.expected_z_levels) // CHOMPedit Add a check that L has to be valid and not null
var/turf/T = get_turf(H)
if(!T.is_outdoors())
continue
var/target_zone = pick(BP_ALL)
var/amount_blocked = H.run_armor_check(target_zone, "bio")
var/amount_soaked = H.get_armor_soak(target_zone, "bio")
var/damage = rand(1,1)
if(amount_blocked >= 40)
continue
if(amount_soaked >= damage)
continue // No need to apply damage.
H.apply_damage(damage, BURN, target_zone, amount_blocked, amount_soaked, used_weapon = "burning ash")
if(show_message)
to_chat(H, effect_message)
/datum/weather/tyr/sandstorm
name = "sandstorm"
icon_state = "sandstorm"
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_SANDSTORM = 20,
WEATHER_HEAVYSANDSTORM = 20)
transition_messages = list(
"The sky is engulfed by sand."
)
sky_visible = TRUE
observed_message = "The sky is full of sand."
imminent_transition_message = "Pebbles begin to fill the sky."
/datum/weather/tyr/sandstorm/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.is_outdoors())
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(2,2)
if(amount_blocked >= 10)
continue
if(amount_soaked >= damage)
continue // No need to apply damage.
H.apply_damage(damage, BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "sand")
if(show_message)
to_chat(H, effect_message)
/datum/weather/tyr/sandstorm_fierce
name = "fierce sandstorm"
icon_state = "sandstorm"
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_SANDSTORM = 20,
WEATHER_HEAVYSANDSTORM = 20)
transition_messages = list(
"The sky is engulfed by sand."
)
sky_visible = TRUE
observed_message = "The sky is full of sand."
light_color = "#996600"
light_modifier = 0.5
imminent_transition_message = "The sky is blocked out by rock."
/datum/weather/tyr/sandstorm_fierce/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.is_outdoors())
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(5,5)
if(amount_blocked >= 40)
continue
if(amount_soaked >= damage)
continue // No need to apply damage.
H.apply_damage(damage, BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "sand")
if(show_message)
to_chat(H, effect_message)
//Anomalous/summonable weather
/datum/weather/tyr/starrynight
name = "unknown"
icon_state = "starry_night"
transition_chances = list(
WEATHER_CLEAR = 50,
WEATHER_FALLOUT_TEMP = 50)
imminent_transition_message = "The sky is rapidly begins to glow."
/datum/weather/tyr/starrynight/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.is_outdoors())
continue
H.add_modifier(/datum/modifier/starrynight_boon, 1 SECONDS, src)
/datum/weather/tyr/blizzard
name = "blizzard"
icon_state = "snowfall_heavy_old"
temp_high = 153.15
temp_low = 130.15
transition_chances = list(
WEATHER_CLEAR = 50,
WEATHER_BLIZZARD = 50)
outdoor_sounds_type = /datum/looping_sound/weather/storm
indoor_sounds_type = /datum/looping_sound/weather/storm/indoors
imminent_transition_message = "The sky is overtaken by snow."
/datum/weather/tyr/storm
icon_state = "fallout"
light_modifier = 0.7
light_color = "#CCFFCC"
temp_high = 233.15
temp_low = 200.15
transition_chances = list(
WEATHER_CLEAR = 50,
WEATHER_STORM = 50)
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
imminent_transition_message = "The sky is overtaken by green clouds."
// 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/tyr/storm/process_effects()
..()
for(var/mob/living/L as anything in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
irradiate_nearby_turf(L)
var/turf/T = get_turf(L)
if(!T.is_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/tyr/storm/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/tyr/fog
light_modifier = 0.5
light_color = "#FF0000"
temp_high = 183.15
temp_low = 160.15
transition_chances = list(
WEATHER_CLEAR = 50,
WEATHER_FOG = 50)
imminent_transition_message = "Fog emerges from nowhere."
var/next_lightning_strike = 0 // world.time when lightning will strike.
var/min_lightning_cooldown = 5 SECONDS
var/max_lightning_cooldown = 1 MINUTE
/datum/weather/tyr/fog/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.is_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/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!"))
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/tyr/fog/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/tyr
name = "vast desert"
alpha = 0
/*
WEATHER_BLIZZARD = new (),
WEATHER_STORM = new(),
WEATHER_FOG = new /datum/weather/tyr/fog()
*/