mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
561 lines
18 KiB
Plaintext
561 lines
18 KiB
Plaintext
var/datum/planet/borealis2/planet_borealis2 = null
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//Dev note: This entire file handles weather and planetary effects. File name subject to change pending planet name finalization.
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/datum/time/borealis2
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seconds_in_day = 3 HOURS
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/datum/planet/borealis2
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name = "Borealis 2"
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desc = "A Icey-frozen tundra, this planet has an atmosphere mainly comprised of frigid oxygen, with trace \
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amounts of both carbon dioxide and nitrogen. Originally being a lumber colony, recent findings show copious amounts of Phoron deep under the surface, \
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the Phoron is very desirable by many corporations, including NanoTrasen."
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current_time = new /datum/time/borealis2()
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// YW - See the Defines for this, so that it can be edited there if needed.
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/* expected_z_levels = list(
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Z_LEVEL_CRYOGAIA_LOWER,
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Z_LEVEL_CRYOGAIA_MAIN,
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Z_LEVEL_CRYOGAIA_MINE,
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)*/
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planetary_wall_type = /turf/unsimulated/wall/planetary/borealis2
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/datum/planet/borealis2/New()
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..()
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planet_borealis2 = src
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weather_holder = new /datum/weather_holder/borealis2(src)
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/datum/planet/borealis2/update_sun()
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..()
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var/datum/time/time = current_time
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var/length_of_day = time.seconds_in_day / 10 / 60 / 60
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var/noon = length_of_day / 2
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var/distance_from_noon = abs(text2num(time.show_time("hh")) - noon)
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sun_position = distance_from_noon / noon
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sun_position = abs(sun_position - 1)
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var/low_brightness = null
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var/high_brightness = null
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var/low_color = null
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var/high_color = null
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var/min = 0
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switch(sun_position)
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if(0 to 0.40) // Night
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low_brightness = 0.2
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low_color = "#000066"
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high_brightness = 0.5
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high_color = "#66004D"
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min = 0
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if(0.40 to 0.50) // Twilight
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low_brightness = 0.6
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low_color = "#66004D"
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high_brightness = 0.8
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high_color = "#CC3300"
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min = 0.40
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if(0.50 to 0.70) // Sunrise/set
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low_brightness = 0.8
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low_color = "#CC3300"
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high_brightness = 0.9
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high_color = "#FF9933"
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min = 0.50
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if(0.70 to 1.00) // Noon
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low_brightness = 0.9
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low_color = "#DDDDDD"
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high_brightness = 1.0
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high_color = "#FFFFFF"
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min = 0.70
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var/interpolate_weight = (abs(min - sun_position)) * 4
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var/weather_light_modifier = 1
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if(weather_holder && weather_holder.current_weather)
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weather_light_modifier = weather_holder.current_weather.light_modifier
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var/new_brightness = (LERP(low_brightness, high_brightness, interpolate_weight) ) * weather_light_modifier
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var/new_color = null
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if(weather_holder && weather_holder.current_weather && weather_holder.current_weather.light_color)
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new_color = weather_holder.current_weather.light_color
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else
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var/list/low_color_list = hex2rgb(low_color)
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var/low_r = low_color_list[1]
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var/low_g = low_color_list[2]
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var/low_b = low_color_list[3]
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var/list/high_color_list = hex2rgb(high_color)
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var/high_r = high_color_list[1]
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var/high_g = high_color_list[2]
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var/high_b = high_color_list[3]
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var/new_r = LERP(low_r, high_r, interpolate_weight)
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var/new_g = LERP(low_g, high_g, interpolate_weight)
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var/new_b = LERP(low_b, high_b, interpolate_weight)
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new_color = rgb(new_r, new_g, new_b)
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spawn(1)
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update_sun_deferred(2, new_brightness, new_color)
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/datum/weather_holder/borealis2
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temperature = T0C
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allowed_weather_types = list(
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WEATHER_CLEAR = new /datum/weather/borealis2/clear(),
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WEATHER_OVERCAST = new /datum/weather/borealis2/overcast(),
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WEATHER_LIGHT_SNOW = new /datum/weather/borealis2/light_snow(),
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WEATHER_SNOW = new /datum/weather/borealis2/snow(),
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WEATHER_BLIZZARD = new /datum/weather/borealis2/blizzard(),
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WEATHER_RAIN = new /datum/weather/borealis2/rain(),
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WEATHER_STORM = new /datum/weather/borealis2/storm(),
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WEATHER_HAIL = new /datum/weather/borealis2/hail(),
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WEATHER_BLOOD_MOON = new /datum/weather/borealis2/blood_moon(),
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WEATHER_EMBERFALL = new /datum/weather/borealis2/emberfall(),
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WEATHER_ASH_STORM = new /datum/weather/borealis2/ash_storm(),
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WEATHER_FALLOUT = new /datum/weather/borealis2/fallout()
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)
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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/borealis2
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name = "borealis2 base"
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temp_high = 233.15 // -40c
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temp_low = 228.15 // -70c
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/datum/weather/borealis2/clear
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name = "clear"
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transition_chances = list(
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WEATHER_CLEAR = 50,
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WEATHER_OVERCAST = 50
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)
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transition_messages = list(
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"The sky clears up.",
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"The sky is visible.",
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"The weather is calm."
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)
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sky_visible = TRUE
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observed_message = "The sky is clear."
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/datum/weather/borealis2/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 = 20,
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WEATHER_OVERCAST = 40,
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WEATHER_LIGHT_SNOW = 20,
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WEATHER_SNOW = 10,
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WEATHER_RAIN = 5,
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WEATHER_HAIL = 5
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)
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observed_message = "It is overcast, all you can see are clouds."
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transition_messages = list(
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"All you can see above are clouds.",
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"Clouds cut off your view of the sky.",
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"It's very cloudy."
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)
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/datum/weather/borealis2/light_snow
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name = "light snow"
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icon_state = "snowfall_light"
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temp_high = 230
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temp_low = 220
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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 = 40,
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WEATHER_SNOW = 35,
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WEATHER_HAIL = 5
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)
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observed_message = "It is snowing lightly."
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transition_messages = list(
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"Small snowflakes begin to fall from above.",
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"It begins to snow lightly.",
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)
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/datum/weather/borealis2/snow
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name = "moderate snow"
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icon_state = "snowfall_med"
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temp_high = 220
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temp_low = 210
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wind_high = 2
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wind_low = 0
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light_modifier = 0.5
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flight_failure_modifier = 5
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transition_chances = list(
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WEATHER_LIGHT_SNOW = 10,
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WEATHER_SNOW = 50,
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WEATHER_BLIZZARD = 30,
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WEATHER_HAIL = 5,
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WEATHER_OVERCAST = 5
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)
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observed_message = "It is snowing."
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transition_messages = list(
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"It's starting to snow.",
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"The air feels much colder as snowflakes fall from above."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/outside_snow
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indoor_sounds_type = /datum/looping_sound/weather/inside_snow
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/datum/weather/borealis2/snow/process_effects()
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..()
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for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
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if(S.z in holder.our_planet.expected_z_levels)
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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/borealis2/blizzard
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name = "blizzard"
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icon_state = "snowfall_heavy"
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temp_high = 200
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temp_low = 190
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wind_high = 4
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wind_low = 2
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light_modifier = 0.3
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flight_failure_modifier = 10
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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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observed_message = "A blizzard blows snow everywhere."
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transition_messages = list(
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"Strong winds howl around you as a blizzard appears.",
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"It starts snowing heavily, and it feels extremly cold now."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
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indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
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effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
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/datum/weather/borealis2/blizzard/process_effects()
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..()
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for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
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if(S.z in holder.our_planet.expected_z_levels)
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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/borealis2/blizzard/planet_effect(mob/living/L)
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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 || istype(L, /mob/living/simple_mob))
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continue // They're indoors, so no need to burn them with ash. And let's not pelter the simple_mobs either.
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L.inflict_heat_damage(rand(1, 1))
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/datum/weather/borealis2/rain
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name = "rain"
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icon_state = "rain"
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wind_high = 2
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wind_low = 1
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light_modifier = 0.5
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effect_message = span_warning("Rain falls on you.")
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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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observed_message = "It is raining."
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transition_messages = list(
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"The sky is dark, and rain falls down upon you."
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)
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effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
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/datum/weather/borealis2/rain/planet_effect(mob/living/L)
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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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continue // They're indoors, so no need to rain on them.
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// If they have an open umbrella, it'll guard from rain
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if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = L.get_active_hand()
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if(U.open)
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if(show_message)
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to_chat(L, span_notice("Rain patters softly onto your umbrella"))
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continue
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else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = L.get_inactive_hand()
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if(U.open)
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if(show_message)
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to_chat(L, span_notice("Rain patters softly onto your umbrella"))
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continue
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L.water_act(1)
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if(show_message)
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to_chat(L, effect_message)
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/datum/weather/borealis2/storm
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name = "storm"
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icon_state = "storm"
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wind_high = 4
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wind_low = 2
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light_modifier = 0.3
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flight_failure_modifier = 10
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effect_message = span_warning("Rain falls on you, drenching you in water.")
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var/next_lightning_strike = 0 // world.time when lightning will strike.
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var/min_lightning_cooldown = 5 SECONDS
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var/max_lightning_cooldown = 1 MINUTE
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observed_message = "An intense storm pours down over the region."
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transition_messages = list(
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"You feel intense winds hit you as the weather takes a turn for the worst.",
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"Loud thunder is heard in the distance.",
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"A bright flash heralds the approach of a storm."
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)
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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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effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
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/datum/weather/borealis2/storm/planet_effect(mob/living/L)
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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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continue // They're indoors, so no need to rain on them.
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// Lazy wind code
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if(prob(10))
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if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = L.get_active_hand()
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if(U.open)
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to_chat(L, span_danger("You struggle to keep hold of your umbrella!"))
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L.Stun(20) // This is not nearly as long as it seems
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playsound(L, 'sound/effects/rustle1.ogg', 100, 1) // Closest sound I've got to "Umbrella in the wind"
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else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = L.get_inactive_hand()
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if(U.open)
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to_chat(L, span_danger("A gust of wind yanks the umbrella from your hand!"))
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playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
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L.drop_from_inventory(U)
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U.toggle_umbrella()
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U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
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// If they have an open umbrella, it'll guard from rain
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if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = L.get_active_hand()
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if(U.open)
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if(show_message)
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to_chat(L, span_notice("Rain showers loudly onto your umbrella!"))
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continue
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else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = L.get_inactive_hand()
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if(U.open)
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if(show_message)
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to_chat(L, span_notice("Rain showers loudly onto your umbrella!"))
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continue
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L.water_act(2)
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if(show_message)
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to_chat(L, effect_message)
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/datum/weather/borealis2/storm/process_effects()
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..()
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handle_lightning()
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// This gets called to do lightning periodically.
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// There is a seperate function to do the actual lightning strike, so that badmins can play with it.
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/datum/weather/borealis2/storm/proc/handle_lightning()
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if(world.time < next_lightning_strike)
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return // It's too soon to strike again.
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next_lightning_strike = world.time + rand(min_lightning_cooldown, max_lightning_cooldown)
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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.
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lightning_strike(T)
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/datum/weather/borealis2/hail
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name = "hail"
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icon_state = "hail"
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light_modifier = 0.3
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flight_failure_modifier = 15
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timer_low_bound = 2
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timer_high_bound = 5
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effect_message = span_warning("The hail smacks into you!")
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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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observed_message = "Ice is falling from the sky."
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transition_messages = list(
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"Ice begins to fall from the sky.",
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"It begins to hail.",
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"An intense chill is felt, and chunks of ice start to fall from the sky, towards you."
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)
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effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_HUMANS
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/datum/weather/borealis2/hail/planet_effect(mob/living/carbon/H)
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if(H.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(H)
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if(!T.outdoors)
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continue // They're indoors, so no need to pelt them with ice.
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// If they have an open umbrella, it'll guard from rain
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// Message plays every time the umbrella gets stolen, just so they're especially aware of what's happening
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if(istype(H.get_active_hand(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = H.get_active_hand()
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if(U.open)
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if(show_message)
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to_chat(H, span_notice("Hail patters gently onto your umbrella."))
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continue
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else if(istype(H.get_inactive_hand(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = H.get_inactive_hand()
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if(U.open)
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if(show_message)
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to_chat(H, span_notice("Hail patters gently onto your umbrella."))
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continue
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var/target_zone = pick(BP_ALL)
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var/amount_blocked = H.run_armor_check(target_zone, "melee")
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var/amount_soaked = H.get_armor_soak(target_zone, "melee")
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if(amount_blocked >= 100)
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continue // No need to apply damage.
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if(amount_soaked >= 10)
|
|
continue // No need to apply damage.
|
|
|
|
H.apply_damage(rand(1, 3), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
|
|
if(show_message)
|
|
to_chat(H, effect_message)
|
|
|
|
/datum/weather/borealis2/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 ominous 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/borealis2/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/borealis2/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
|
|
effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
|
|
|
|
/datum/weather/borealis2/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.outdoors)
|
|
continue // They're indoors, so no need to burn them with ash.
|
|
|
|
L.inflict_heat_damage(rand(1, 3))
|
|
|
|
|
|
// Totally radical.
|
|
/datum/weather/borealis2/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
|
|
effect_flags = HAS_PLANET_EFFECT | EFFECT_ONLY_LIVING
|
|
|
|
/datum/weather/borealis2/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.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/borealis2/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))
|