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https://github.com/CHOMPStation2/CHOMPStation2.git
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# Conflicts: # code/modules/mob/living/simple_animal/animals/bear.dm # code/modules/mob/living/simple_animal/animals/parrot.dm
286 lines
8.4 KiB
Plaintext
286 lines
8.4 KiB
Plaintext
#define WEATHER_CLEAR "clear"
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#define WEATHER_OVERCAST "overcast"
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#define WEATHER_LIGHT_SNOW "light snow"
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#define WEATHER_SNOW "snow"
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#define WEATHER_BLIZZARD "blizzard"
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#define WEATHER_RAIN "rain"
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#define WEATHER_STORM "storm"
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#define WEATHER_HAIL "hail"
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#define WEATHER_WINDY "windy"
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#define WEATHER_HOT "hot"
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#define WEATHER_BLOOD_MOON "blood moon" // For admin fun or cult later on.
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/datum/weather_holder
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var/datum/planet/our_planet = null
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var/datum/weather/current_weather = null
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var/temperature = T20C
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var/wind_dir = 0
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var/wind_speed = 0
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var/list/allowed_weather_types = list()
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var/list/roundstart_weather_chances = list()
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var/next_weather_shift = null
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var/planetary_wall_type = null // Which walls to look for when updating temperature.
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/datum/weather_holder/New(var/source)
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..()
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our_planet = source
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for(var/A in allowed_weather_types)
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var/datum/weather/W = allowed_weather_types[A]
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if(istype(W))
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W.holder = src
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/datum/weather_holder/proc/change_weather(var/new_weather)
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var/old_light_modifier = null
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if(current_weather)
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old_light_modifier = current_weather.light_modifier // We store the old one, so we can determine if recalculating the sun is needed.
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current_weather = allowed_weather_types[new_weather]
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next_weather_shift = world.time + rand(20, 30) MINUTES
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update_icon_effects()
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update_temperature()
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if(old_light_modifier && current_weather.light_modifier != old_light_modifier) // Updating the sun should be done sparingly.
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our_planet.update_sun()
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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).")
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/datum/weather_holder/proc/process()
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if(world.time >= next_weather_shift)
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var/new_weather
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if(!current_weather)
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new_weather = pickweight(roundstart_weather_chances)
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else
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new_weather = pickweight(current_weather.transition_chances)
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change_weather(new_weather)
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else
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current_weather.process_effects()
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/datum/weather_holder/proc/update_icon_effects()
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set background = 1
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set waitfor = 0
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if(current_weather)
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for(var/turf/simulated/floor/T in outdoor_turfs)
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if(T.z in our_planet.expected_z_levels)
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T.overlays -= T.weather_overlay
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T.weather_overlay = image(icon = current_weather.icon, icon_state = current_weather.icon_state, layer = LIGHTING_LAYER - 1)
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T.overlays += T.weather_overlay
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/datum/weather_holder/proc/update_temperature()
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temperature = Interpolate(current_weather.temp_low, current_weather.temp_high, weight = our_planet.sun_position)
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for(var/turf/unsimulated/wall/planetary/wall in planetary_walls)
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if(ispath(wall.type, planetary_wall_type))
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wall.temperature = temperature
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for(var/dir in cardinal)
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var/turf/simulated/T = get_step(wall, dir)
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if(istype(T))
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if(T.zone)
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T.zone.rebuild()
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/datum/weather_holder/proc/get_weather_datum(desired_type)
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return allowed_weather_types[desired_type]
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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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planetary_wall_type = /turf/unsimulated/wall/planetary/sif
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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
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var/name = "weather base"
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var/icon = 'icons/effects/weather.dmi'
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var/icon_state = null // Icon to apply to turf undergoing weather.
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var/temp_high = T20C
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var/temp_low = T0C
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var/light_modifier = 1.0 // Lower numbers means more darkness.
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var/light_color = null // If set, changes how the day/night light looks.
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var/transition_chances = list() // Assoc list
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var/datum/weather_holder/holder = null
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/datum/weather/proc/process_effects()
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return
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/datum/weather/sif
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name = "sif base"
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temp_high = 243.15 // -20c
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temp_low = 233.15 // -30c
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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 = 238.15 // -25c
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temp_low = 228.15 // -35c
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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 = 233.15 // -30c
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temp_low = 223.15 // -40c
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light_modifier = 0.5
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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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for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
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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 = 223.15 // -40c
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temp_low = 203.15 // -60c
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light_modifier = 0.3
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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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for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
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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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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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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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return // They're indoors, so no need to rain on them.
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L.adjust_fire_stacks(-5)
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to_chat(L, "<span class='warning'>Rain falls on you.</span>")
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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 = 233.15 // -30c
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temp_low = 213.15 // -50c
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light_modifier = 0.3
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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/rain/process_effects()
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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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return // They're indoors, so no need to rain on them.
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L.adjust_fire_stacks(-10)
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to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
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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 = 233.15 // -30c
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temp_low = 213.15 // -50c
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light_modifier = 0.3
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transition_chances = list(
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WEATHER_RAIN = 45,
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WEATHER_STORM = 10,
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WEATHER_HAIL = 40,
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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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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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return // They're indoors, so no need to pelt them with ice.
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var/target_zone = pick(BP_ALL)
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var/amount_blocked = L.run_armor_check(target_zone, "melee")
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var/amount_soaked = L.get_armor_soak(target_zone, "melee")
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if(amount_blocked >= 100)
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return // No need to apply damage.
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if(amount_soaked >= 10)
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return // No need to apply damage.
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L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
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to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
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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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transition_chances = list(
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WEATHER_BLOODMOON = 100
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)
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