var/datum/planet/virgo4/planet_virgo4 = null /datum/time/virgo4 seconds_in_day = 24 HOURS /datum/planet/virgo4 name = "Virgo-4" desc = "Zorren homeworld. Mostly dry and desolate, but ocean and fresh water are present, with scattered vegitation." //rewrite me current_time = new /datum/time/virgo4() expected_z_levels = list(Z_LEVEL_BEACH, Z_LEVEL_DESERT) planetary_wall_type = /turf/unsimulated/wall/planetary/normal/virgo4 /datum/planet/virgo4/New() ..() planet_virgo4 = src weather_holder = new /datum/weather_holder/virgo4(src) /datum/planet/virgo4/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 = 0.3 low_color = "#000066" high_brightness = 0.5 high_color = "#66004D" min = 0 if(0.20 to 0.30) // Twilight low_brightness = 0.5 low_color = "#66004D" high_brightness = 0.9 high_color = "#CC3300" min = 0.40 if(0.30 to 0.40) // Sunrise/set low_brightness = 0.9 low_color = "#CC3300" high_brightness = 3.0 high_color = "#FF9933" min = 0.50 if(0.40 to 1.00) // Noon low_brightness = 3.0 low_color = "#DDDDDD" high_brightness = 10.0 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(2, new_brightness, new_color) /datum/weather_holder/virgo4 temperature = T0C allowed_weather_types = list( WEATHER_CLEAR = new /datum/weather/virgo4/clear(), WEATHER_OVERCAST = new /datum/weather/virgo4/overcast(), WEATHER_LIGHT_SNOW = new /datum/weather/virgo4/light_snow(), WEATHER_SNOW = new /datum/weather/virgo4/snow(), WEATHER_BLIZZARD = new /datum/weather/virgo4/blizzard(), WEATHER_RAIN = new /datum/weather/virgo4/rain(), WEATHER_STORM = new /datum/weather/virgo4/storm(), WEATHER_HAIL = new /datum/weather/virgo4/hail(), WEATHER_BLOOD_MOON = new /datum/weather/virgo4/blood_moon(), WEATHER_EMBERFALL = new /datum/weather/virgo4/emberfall(), WEATHER_ASH_STORM = new /datum/weather/virgo4/ash_storm(), WEATHER_FALLOUT = new /datum/weather/virgo4/fallout() ) roundstart_weather_chances = list( WEATHER_CLEAR = 50, WEATHER_OVERCAST = 10, WEATHER_RAIN = 1 ) /datum/weather/virgo4 name = "virgo4" temp_high = 303.15 // 30c temp_low = 298.15 // 25c /datum/weather/virgo4/clear name = "clear" transition_chances = list( WEATHER_CLEAR = 60, WEATHER_OVERCAST = 20) transition_messages = list( "The sky clears up.", "The sky is visible.", "The weather is calm." ) sky_visible = TRUE observed_message = "The sky is clear." /datum/weather/virgo4/overcast name = "overcast" temp_high = 293.15 // 20c temp_low = 288.15 // 15c light_modifier = 0.8 transition_chances = list( WEATHER_CLEAR = 25, WEATHER_OVERCAST = 50, WEATHER_RAIN = 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." ) /datum/weather/virgo4/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 = 100 ) observed_message = "It is snowing lightly." transition_messages = list( "Small snowflakes begin to fall from above.", "It begins to snow lightly.", ) /datum/weather/virgo4/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_LIGHT_SNOW = 100 ) observed_message = "It is snowing." transition_messages = list( "It's starting to snow.", "The air feels much colder as snowflakes fall from above." ) outdoor_sounds_type = /datum/looping_sound/weather/outside_snow indoor_sounds_type = /datum/looping_sound/weather/inside_snow /* /datum/weather/virgo4/snow/process_effects() ..() for(var/turf/simulated/floor/outdoors/snow/S as anything in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either if(S.z in holder.our_planet.expected_z_levels) 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/virgo4/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 = 100 ) 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." ) outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard /* /datum/weather/virgo4/blizzard/process_effects() ..() for(var/turf/simulated/floor/outdoors/snow/S as anything in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either if(S.z in holder.our_planet.expected_z_levels) 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/virgo4/rain name = "rain" icon_state = "rain" temp_high = 288.15 // 15c temp_low = 283.15 // 10c wind_high = 2 wind_low = 1 light_modifier = 0.5 effect_message = "Rain falls on you." transition_chances = list( WEATHER_OVERCAST = 25, WEATHER_RAIN = 50 ) observed_message = "It is raining." transition_messages = list( "The sky is dark, and rain falls down upon you." ) /datum/weather/virgo4/rain/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.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_held_item() if(!istype(U) || !U.open) U = L.get_inactive_held_item() if(istype(U) && U.open) if(show_message) to_chat(L, "Rain patters softly onto your umbrella.") continue L.water_act(1) if(show_message) to_chat(L, effect_message) /datum/weather/virgo4/storm name = "storm" icon_state = "storm" wind_high = 4 wind_low = 2 light_modifier = 0.3 flight_failure_modifier = 10 effect_message = "Rain falls on you, drenching you in water." var/next_lightning_strike = 0 // world.time when lightning will strike. var/min_lightning_cooldown = 5 SECONDS var/max_lightning_cooldown = 1 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." ) transition_chances = list( WEATHER_STORM = 100 ) /datum/weather/virgo4/storm/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.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_held_item() if(!istype(U) || !U.open) U = L.get_inactive_held_item() if(istype(U) && U.open) if(show_message) to_chat(L, "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/virgo4/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/virgo4/hail name = "hail" icon_state = "hail" light_modifier = 0.3 flight_failure_modifier = 15 timer_low_bound = 2 timer_high_bound = 5 effect_message = "The hail smacks into you!" transition_chances = list( WEATHER_HAIL = 100 ) 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." ) /datum/weather/virgo4/hail/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.outdoors) continue // 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_held_item() if(!istype(U) || !U.open) U = H.get_inactive_held_item() if(istype(U) && U.open) if(show_message) to_chat(H, "Hail patters onto your umbrella.") 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(1,3) if(amount_blocked >= 30) continue // 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. if(amount_soaked >= damage) continue // No need to apply damage. H.apply_damage(damage, BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail") if(show_message) to_chat(H, effect_message) /datum/weather/virgo4/blood_moon name = "blood moon" light_modifier = 0.5 light_color = "#FF0000" temp_high = 293.15 // 20c temp_low = 283.15 // 10c 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/virgo4/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/virgo4/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 /datum/weather/virgo4/ash_storm/process_effects() ..() for(var/thing in living_mob_list) var/mob/living/L = thing 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/virgo4/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 /datum/weather/virgo4/fallout/process_effects() ..() for(var/thing in living_mob_list) var/mob/living/L = thing 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/virgo4/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)) /turf/unsimulated/wall/planetary/normal/virgo4 name = "deep ocean" alpha = 0 /obj/machinery/power/smes/buildable/offmap_spawn/empty/New() ..(1) charge = 0 RCon = TRUE input_level = input_level_max output_level = output_level_max input_attempt = TRUE