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https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
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Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: AnalWerewolf <50751907+AnalWerewolf@users.noreply.github.com> Co-authored-by: AnalWerewolf <kaithewolfy@gmail.com> Co-authored-by: Captain277 <agentraven16@gmail.com> Co-authored-by: Zandario <Zandarioh@gmail.com> Co-authored-by: fake_vm_user <fake_vm_user> Co-authored-by: CitadelStationBot <citadelstationcommunity@gmail.com> Co-authored-by: CharlesWedge <52897649+CharlesWedge@users.noreply.github.com>
329 lines
9.4 KiB
Plaintext
329 lines
9.4 KiB
Plaintext
var/datum/planet/classh/planet_classh = null
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/datum/time/classh
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seconds_in_day = 24 HOURS
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/datum/planet/classh
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name = "Class-H Desert Planet"
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desc = "A nearly hostile, and almost barren, planet that orbits pretty close to its star. There is a high level of CO2 in the air."
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current_time = new /datum/time/classh()
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expected_z_levels = list(17) // Testing.
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/datum/planet/classh/New()
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..()
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planet_classh = src
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weather_holder = new /datum/weather_holder/classh(src)
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/datum/planet/classh/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 = "#110077"
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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 = "#999999"
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high_brightness = 0.9
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high_color = "#AAAAAA"
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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/classh
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temperature = T0C
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allowed_weather_types = list(
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WEATHER_CLEAR = new /datum/weather/classh/clear(),
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WEATHER_OVERCAST = new /datum/weather/classh/overcast(),
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WEATHER_RAIN = new /datum/weather/classh/rain(),
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WEATHER_SANDSTORM = new /datum/weather/classh/sandstorm(),
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WEATHER_BLOOD_MOON = new /datum/weather/classh/blood_moon(),
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WEATHER_EMBERFALL = new /datum/weather/classh/emberfall(),
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WEATHER_ASH_STORM = new /datum/weather/classh/ash_storm(),
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WEATHER_FALLOUT = new /datum/weather/classh/fallout()
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)
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roundstart_weather_chances = list(
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WEATHER_CLEAR = 70,
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WEATHER_OVERCAST = 19,
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WEATHER_SANDSTORM = 10,
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WEATHER_RAIN = 1
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)
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/datum/weather/classh
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name = "classh base"
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temp_high = 317.3 // 44C
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temp_low = 317.3 // 44C
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/datum/weather/classh/clear
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name = "clear"
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transition_chances = list(
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WEATHER_CLEAR = 95,
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WEATHER_OVERCAST = 5
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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/classh/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 = 85,
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WEATHER_OVERCAST = 14,
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WEATHER_RAIN = 1
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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/classh/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 class='warning'>Rain falls on you.</span>"
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transition_chances = list(
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WEATHER_OVERCAST = 75,
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WEATHER_RAIN = 25
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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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/datum/weather/classh/rain/process_effects()
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..()
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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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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 class='notice'>Rain patters softly onto your umbrella.</span>")
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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 class='notice'>Rain patters softly onto your umbrella.</span>")
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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/classh/sandstorm
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name = "sandstorm"
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icon_state = "sandstorm"
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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_CLEAR = 45,
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WEATHER_SANDSTORM = 50,
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WEATHER_OVERCAST = 5
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)
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observed_message = "A strong wind kicks sand everywhere."
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transition_messages = list(
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"Strong winds howl around you as a sandstorm appears.",
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"Rushing sand envelops you, and it becomes hard to see!"
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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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/datum/weather/classh/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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flight_failure_modifier = 25
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transition_chances = list(
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WEATHER_BLOODMOON = 100
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)
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observed_message = "Everything is red. Something really ominous is going on."
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transition_messages = list(
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"The sky turns blood red!"
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)
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outdoor_sounds_type = /datum/looping_sound/weather/wind
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indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
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// Ash and embers fall forever, such as from a volcano or something.
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/datum/weather/classh/emberfall
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name = "emberfall"
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icon_state = "ashfall_light"
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light_modifier = 0.7
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light_color = "#880000"
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temp_high = 323.15 // 50c
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temp_low = 317.4 // 44c
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flight_failure_modifier = 20
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transition_chances = list(
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WEATHER_EMBERFALL = 100
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)
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observed_message = "Soot, ash, and embers float down from above."
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transition_messages = list(
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"Gentle embers waft down around you like grotesque snow."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/wind
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indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
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// Like the above but a lot more harmful.
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/datum/weather/classh/ash_storm
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name = "ash storm"
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icon_state = "ashfall_heavy"
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light_modifier = 0.1
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light_color = "#FF0000"
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temp_high = 343.15 // 70c
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temp_low = 333.15 // 60c
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wind_high = 6
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wind_low = 3
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flight_failure_modifier = 50
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transition_chances = list(
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WEATHER_ASH_STORM = 100
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)
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observed_message = "All that can be seen is black smoldering ash."
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transition_messages = list(
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"Smoldering clouds of scorching ash billow down around you!"
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)
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// Lets recycle.
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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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/datum/weather/classh/ash_storm/process_effects()
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..()
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for(var/thing in living_mob_list)
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var/mob/living/L = thing
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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 burn them with ash.
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L.inflict_heat_damage(rand(1, 3))
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// Totally radical.
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/datum/weather/classh/fallout
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name = "fallout"
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icon_state = "fallout"
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light_modifier = 0.7
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light_color = "#CCFFCC"
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flight_failure_modifier = 30
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transition_chances = list(
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WEATHER_FALLOUT = 100
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)
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observed_message = "Radioactive soot and ash rains down from the heavens."
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transition_messages = list(
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"Radioactive soot and ash start to float down around you, contaminating whatever they touch."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/wind
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indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
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// How much radiation a mob gets while on an outside tile.
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var/direct_rad_low = RAD_LEVEL_LOW
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var/direct_rad_high = RAD_LEVEL_MODERATE
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// How much radiation is bursted onto a random tile near a mob.
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var/fallout_rad_low = RAD_LEVEL_HIGH
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var/fallout_rad_high = RAD_LEVEL_VERY_HIGH
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/datum/weather/classh/fallout/process_effects()
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..()
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for(var/thing in living_mob_list)
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var/mob/living/L = thing
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if(L.z in holder.our_planet.expected_z_levels)
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irradiate_nearby_turf(L)
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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 irradiate them with fallout.
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L.rad_act(rand(direct_rad_low, direct_rad_high))
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// This makes random tiles near people radioactive for awhile.
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// Tiles far away from people are left alone, for performance.
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/datum/weather/classh/fallout/proc/irradiate_nearby_turf(mob/living/L)
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if(!istype(L))
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return
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var/list/turfs = RANGE_TURFS(world.view, L)
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var/turf/T = pick(turfs) // We get one try per tick.
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if(!istype(T))
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return
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if(T.outdoors)
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SSradiation.radiate(T, rand(fallout_rad_low, fallout_rad_high))
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