Files
Citadel-Station-13-RP/code/modules/planet/classg.dm
2022-03-15 20:46:13 -07:00

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var/datum/planet/classg/planet_classg = null
/datum/time/classg
seconds_in_day = 3 HOURS
/datum/planet/classg
name = "Class-G Gaia Planet"
desc = "A beautiful lush planet that is owned by the Happy Days and Sunshine Corporation."
current_time = new /datum/time/classg()
expected_z_levels = list(14) // Debug testing.
/datum/planet/classg/New()
..()
planet_classg = src
weather_holder = new /datum/weather_holder/classg(src)
/datum/planet/classg/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 = "#CC3300"
high_brightness = 0.9
high_color = "#FF9933"
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/classg
temperature = T0C
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/classg/clear(),
WEATHER_OVERCAST = new /datum/weather/classg/overcast(),
WEATHER_RAIN = new /datum/weather/classg/rain(),
WEATHER_STORM = new /datum/weather/classg/storm(),
WEATHER_BLOOD_MOON = new /datum/weather/classg/blood_moon(),
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 75,
WEATHER_OVERCAST = 15,
WEATHER_RAIN = 5,
WEATHER_STORM = 4,
WEATHER_BLOODMOON = 1
)
/datum/weather/classg
name = "classg base"
temp_high = 293.15 // 20c
temp_low = 303.15 // 30c
/datum/weather/classg/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 90,
WEATHER_OVERCAST = 10
)
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/classg/overcast
name = "overcast"
light_modifier = 0.8
transition_chances = list(
WEATHER_CLEAR = 70,
WEATHER_OVERCAST = 10,
WEATHER_RAIN = 19,
WEATHER_BLOODMOON = 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/classg/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 = 40,
WEATHER_RAIN = 55,
WEATHER_STORM = 5
)
observed_message = "It is raining."
transition_messages = list(
"The sky is dark, and rain falls down upon you."
)
/datum/weather/classg/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/classg/storm
name = "storm"
icon_state = "storm"
wind_high = 4
wind_low = 2
light_modifier = 0.3
flight_failure_modifier = 10
effect_message = "<span class='warning'>Rain falls on you, drenching you in water.</span>"
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_RAIN = 40,
WEATHER_STORM = 45,
WEATHER_OVERCAST = 5
)
/datum/weather/classg/storm/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 showers loudly 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 showers loudly onto your umbrella!</span>")
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/classg/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/classg/blood_moon
name = "blood moon"
light_modifier = 0.5
light_color = "#FF0000"
flight_failure_modifier = 25
transition_chances = list(
WEATHER_BLOODMOON = 90,
WEATHER_OVERCAST = 10
)
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