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Citadel-Station-13-RP/maps/rift/classh.dm
silicons 183b2f4cab [IDB IGNORE] [MDB IGNORE] dev-merge: NSB Atlas (#3963)
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>
2022-06-07 18:51:58 -05:00

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var/datum/planet/classh/planet_classh = null
/datum/time/classh
seconds_in_day = 24 HOURS
/datum/planet/classh
name = "Class-H Desert Planet"
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."
current_time = new /datum/time/classh()
expected_z_levels = list(17) // Testing.
/datum/planet/classh/New()
..()
planet_classh = src
weather_holder = new /datum/weather_holder/classh(src)
/datum/planet/classh/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 0.40) // Night
low_brightness = 0.2
low_color = "#110077"
high_brightness = 0.5
high_color = "#66004D"
min = 0
if(0.40 to 0.50) // Twilight
low_brightness = 0.6
low_color = "#66004D"
high_brightness = 0.8
high_color = "#CC3300"
min = 0.40
if(0.50 to 0.70) // Sunrise/set
low_brightness = 0.8
low_color = "#999999"
high_brightness = 0.9
high_color = "#AAAAAA"
min = 0.50
if(0.70 to 1.00) // Noon
low_brightness = 0.9
low_color = "#DDDDDD"
high_brightness = 1.0
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/classh
temperature = T0C
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/classh/clear(),
WEATHER_OVERCAST = new /datum/weather/classh/overcast(),
WEATHER_RAIN = new /datum/weather/classh/rain(),
WEATHER_SANDSTORM = new /datum/weather/classh/sandstorm(),
WEATHER_BLOOD_MOON = new /datum/weather/classh/blood_moon(),
WEATHER_EMBERFALL = new /datum/weather/classh/emberfall(),
WEATHER_ASH_STORM = new /datum/weather/classh/ash_storm(),
WEATHER_FALLOUT = new /datum/weather/classh/fallout()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 70,
WEATHER_OVERCAST = 19,
WEATHER_SANDSTORM = 10,
WEATHER_RAIN = 1
)
/datum/weather/classh
name = "classh base"
temp_high = 317.3 // 44C
temp_low = 317.3 // 44C
/datum/weather/classh/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 95,
WEATHER_OVERCAST = 5
)
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/classh/overcast
name = "overcast"
light_modifier = 0.8
transition_chances = list(
WEATHER_CLEAR = 85,
WEATHER_OVERCAST = 14,
WEATHER_RAIN = 1
)
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/classh/rain
name = "rain"
icon_state = "rain"
wind_high = 2
wind_low = 1
light_modifier = 0.5
effect_message = "<span class='warning'>Rain falls on you.</span>"
transition_chances = list(
WEATHER_OVERCAST = 75,
WEATHER_RAIN = 25
)
observed_message = "It is raining."
transition_messages = list(
"The sky is dark, and rain falls down upon you."
)
/datum/weather/classh/rain/process_effects()
..()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
continue // They're indoors, so no need to rain on them.
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_active_hand()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/melee/umbrella))
var/obj/item/melee/umbrella/U = L.get_inactive_hand()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
L.water_act(1)
if(show_message)
to_chat(L, effect_message)
/datum/weather/classh/sandstorm
name = "sandstorm"
icon_state = "sandstorm"
wind_high = 4
wind_low = 2
light_modifier = 0.3
flight_failure_modifier = 10
transition_chances = list(
WEATHER_CLEAR = 45,
WEATHER_SANDSTORM = 50,
WEATHER_OVERCAST = 5
)
observed_message = "A strong wind kicks sand everywhere."
transition_messages = list(
"Strong winds howl around you as a sandstorm appears.",
"Rushing sand envelops you, and it becomes hard to see!"
)
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
/datum/weather/classh/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/classh/emberfall
name = "emberfall"
icon_state = "ashfall_light"
light_modifier = 0.7
light_color = "#880000"
temp_high = 323.15 // 50c
temp_low = 317.4 // 44c
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/classh/ash_storm
name = "ash storm"
icon_state = "ashfall_heavy"
light_modifier = 0.1
light_color = "#FF0000"
temp_high = 343.15 // 70c
temp_low = 333.15 // 60c
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/classh/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/classh/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/classh/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/classh/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))