Files
CHOMPStation2/code/modules/planet/weather.dm
Anewbe 3816d634ed Merge branch 'master' of https://github.com/PolarisSS13/Polaris into armor_soak
# Conflicts:
#	code/modules/mob/living/simple_animal/animals/bear.dm
#	code/modules/mob/living/simple_animal/animals/parrot.dm
2017-03-24 16:35:31 -05:00

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#define WEATHER_CLEAR "clear"
#define WEATHER_OVERCAST "overcast"
#define WEATHER_LIGHT_SNOW "light snow"
#define WEATHER_SNOW "snow"
#define WEATHER_BLIZZARD "blizzard"
#define WEATHER_RAIN "rain"
#define WEATHER_STORM "storm"
#define WEATHER_HAIL "hail"
#define WEATHER_WINDY "windy"
#define WEATHER_HOT "hot"
#define WEATHER_BLOOD_MOON "blood moon" // For admin fun or cult later on.
/datum/weather_holder
var/datum/planet/our_planet = null
var/datum/weather/current_weather = null
var/temperature = T20C
var/wind_dir = 0
var/wind_speed = 0
var/list/allowed_weather_types = list()
var/list/roundstart_weather_chances = list()
var/next_weather_shift = null
var/planetary_wall_type = null // Which walls to look for when updating temperature.
/datum/weather_holder/New(var/source)
..()
our_planet = source
for(var/A in allowed_weather_types)
var/datum/weather/W = allowed_weather_types[A]
if(istype(W))
W.holder = src
/datum/weather_holder/proc/change_weather(var/new_weather)
var/old_light_modifier = null
if(current_weather)
old_light_modifier = current_weather.light_modifier // We store the old one, so we can determine if recalculating the sun is needed.
current_weather = allowed_weather_types[new_weather]
next_weather_shift = world.time + rand(20, 30) MINUTES
update_icon_effects()
update_temperature()
if(old_light_modifier && current_weather.light_modifier != old_light_modifier) // Updating the sun should be done sparingly.
our_planet.update_sun()
message_admins("[our_planet.name]'s weather is now [new_weather], with a temperature of [temperature]°K ([temperature - T0C]°C | [temperature * 1.8 - 459.67]°F).")
/datum/weather_holder/proc/process()
if(world.time >= next_weather_shift)
var/new_weather
if(!current_weather)
new_weather = pickweight(roundstart_weather_chances)
else
new_weather = pickweight(current_weather.transition_chances)
change_weather(new_weather)
else
current_weather.process_effects()
/datum/weather_holder/proc/update_icon_effects()
set background = 1
set waitfor = 0
if(current_weather)
for(var/turf/simulated/floor/T in outdoor_turfs)
if(T.z in our_planet.expected_z_levels)
T.overlays -= T.weather_overlay
T.weather_overlay = image(icon = current_weather.icon, icon_state = current_weather.icon_state, layer = LIGHTING_LAYER - 1)
T.overlays += T.weather_overlay
/datum/weather_holder/proc/update_temperature()
temperature = Interpolate(current_weather.temp_low, current_weather.temp_high, weight = our_planet.sun_position)
for(var/turf/unsimulated/wall/planetary/wall in planetary_walls)
if(ispath(wall.type, planetary_wall_type))
wall.temperature = temperature
for(var/dir in cardinal)
var/turf/simulated/T = get_step(wall, dir)
if(istype(T))
if(T.zone)
T.zone.rebuild()
/datum/weather_holder/proc/get_weather_datum(desired_type)
return allowed_weather_types[desired_type]
/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()
)
planetary_wall_type = /turf/unsimulated/wall/planetary/sif
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
var/name = "weather base"
var/icon = 'icons/effects/weather.dmi'
var/icon_state = null // Icon to apply to turf undergoing weather.
var/temp_high = T20C
var/temp_low = T0C
var/light_modifier = 1.0 // Lower numbers means more darkness.
var/light_color = null // If set, changes how the day/night light looks.
var/transition_chances = list() // Assoc list
var/datum/weather_holder/holder = null
/datum/weather/proc/process_effects()
return
/datum/weather/sif
name = "sif base"
temp_high = 243.15 // -20c
temp_low = 233.15 // -30c
/datum/weather/sif/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_OVERCAST = 40
)
/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
)
/datum/weather/sif/light_snow
name = "light snow"
icon_state = "snowfall_light"
temp_high = 238.15 // -25c
temp_low = 228.15 // -35c
light_modifier = 0.7
transition_chances = list(
WEATHER_OVERCAST = 20,
WEATHER_LIGHT_SNOW = 50,
WEATHER_SNOW = 25,
WEATHER_HAIL = 5
)
/datum/weather/sif/snow
name = "moderate snow"
icon_state = "snowfall_med"
temp_high = 233.15 // -30c
temp_low = 223.15 // -40c
light_modifier = 0.5
transition_chances = list(
WEATHER_LIGHT_SNOW = 20,
WEATHER_SNOW = 50,
WEATHER_BLIZZARD = 20,
WEATHER_HAIL = 5,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/snow/process_effects()
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
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 = 223.15 // -40c
temp_low = 203.15 // -60c
light_modifier = 0.3
transition_chances = list(
WEATHER_SNOW = 45,
WEATHER_BLIZZARD = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/blizzard/process_effects()
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
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"
light_modifier = 0.5
transition_chances = list(
WEATHER_OVERCAST = 25,
WEATHER_LIGHT_SNOW = 10,
WEATHER_RAIN = 50,
WEATHER_STORM = 10,
WEATHER_HAIL = 5
)
/datum/weather/sif/rain/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to rain on them.
L.adjust_fire_stacks(-5)
to_chat(L, "<span class='warning'>Rain falls on you.</span>")
/datum/weather/sif/storm
name = "storm"
icon_state = "storm"
temp_high = 233.15 // -30c
temp_low = 213.15 // -50c
light_modifier = 0.3
transition_chances = list(
WEATHER_RAIN = 45,
WEATHER_STORM = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/rain/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to rain on them.
L.adjust_fire_stacks(-10)
to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
/datum/weather/sif/hail
name = "hail"
icon_state = "hail"
temp_high = 233.15 // -30c
temp_low = 213.15 // -50c
light_modifier = 0.3
transition_chances = list(
WEATHER_RAIN = 45,
WEATHER_STORM = 10,
WEATHER_HAIL = 40,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/hail/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to pelt them with ice.
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")
if(amount_blocked >= 100)
return // No need to apply damage.
if(amount_soaked >= 10)
return // No need to apply damage.
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
/datum/weather/sif/blood_moon
name = "blood moon"
light_modifier = 0.5
light_color = "#FF0000"
transition_chances = list(
WEATHER_BLOODMOON = 100
)