mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2025-12-10 03:46:32 +00:00
* start * i hate people who pack shit into one file * sigh * regex * inventory rework * stubs * regex * this is insanity * oh no * backend moment * a * changes * wild * regexing * changes * put in hands * more errorS * attackby * more helpers * replacements * wild * fixes * pain * fxies * fixes * unneeded * ape * ape * wild * wild * more * wild * there * fixes * fixes * l * wild * more * moer * fixes * enough for todayd * regexing * long time coming * shaking and crying * end me * fixes * fixes * e * fxies * rig refactor moment * fixes * fixes * fixes * fixes * out with the shitcode * thanks git * partial rig rewrite here we go * more * fixes * WWWW * ok * wild * bitfield defines * nobludgeon * pain * pain * fixes * more * wild * wild * fixes * pain * move behaviorsr * fixes * next up, finishing core procs * y * . * time to finish this * time to finish this * propagate accessories * hate this accursed engine * hate this accursed engine * pain * more * cancer * epic * genuinely hate * wild * that * why * circuitry is my bane * y * how * sort * logging * logging * im dying * fixes * next * f * more * epic style * fixes * on meta * fix * wild * uh * quirky * fixes * agh * pain * fixes * fix * sigh * a * epic1 * fixes * ugh * epic * fixes * uhh. * is this even a fix * fix * fixes * fixes * we love optimization * wear over system * correct * worn over stuff * just augments * coggy * implant magnetic catch * implant magnetic catch * fixe * a * g * t * fix * fix * wack! * fix * a * semantics * fix * that * fixes * handle denesting * w * fixes * e * bugs * fixes * fixes * unit tests * absolutely wild * fixes * fix * fix * fixes * on god this is bad * fixes * fixes * fix * fix * wacky! * fix * wack * manual * fixes * closets * OOPS * wack * pain * pain * flags * regex * fixes * wakc * changes * more * augh * more * replaces * more * that * acc * acc * fix * fix * fix * oh woops that was important * wack * epic Co-authored-by: fake_vm_user <fake_vm_user> Co-authored-by: VM_USER <VM_USER>
413 lines
13 KiB
Plaintext
413 lines
13 KiB
Plaintext
var/datum/planet/lythios43c/planet_lythios43c = null
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/datum/time/lythios43c
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seconds_in_day = 10 HOURS
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/datum/planet/lythios43c
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name = "Lythios-43c"
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desc = "A freezing ball of ice,"
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current_time = new /datum/time/lythios43c()
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expected_z_levels = list(
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Z_LEVEL_UNDERGROUND_FLOOR,
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Z_LEVEL_UNDERGROUND_DEEP,
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Z_LEVEL_UNDERGROUND,
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Z_LEVEL_SURFACE_LOW,
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Z_LEVEL_SURFACE_MID,
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Z_LEVEL_SURFACE_HIGH,
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Z_LEVEL_WEST_BASE,
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Z_LEVEL_WEST_DEEP,
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Z_LEVEL_WEST_CAVERN,
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Z_LEVEL_WEST_PLAIN
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)
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planetary_wall_type = /turf/unsimulated/wall/planetary/lythios43c
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/datum/planet/lythios43c/New()
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..()
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planet_lythios43c = src
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weather_holder = new /datum/weather_holder/lythios43c(src)
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/datum/planet/lythios43c/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/lerp_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, lerp_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, lerp_weight)
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var/new_g = LERP(low_g, high_g, lerp_weight)
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var/new_b = LERP(low_b, high_b, lerp_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/lythios43c
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temperature = T0C
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allowed_weather_types = list(
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WEATHER_CLEAR = new /datum/weather/lythios43c/clear(),
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WEATHER_OVERCAST = new /datum/weather/lythios43c/overcast(),
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WEATHER_LIGHT_SNOW = new /datum/weather/lythios43c/light_snow(),
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WEATHER_SNOW = new /datum/weather/lythios43c/snow(),
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WEATHER_BLIZZARD = new /datum/weather/lythios43c/blizzard(),
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WEATHER_HAIL = new /datum/weather/lythios43c/hail(),
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)
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roundstart_weather_chances = list(
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WEATHER_CLEAR = 27.5,
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WEATHER_OVERCAST = 20,
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WEATHER_LIGHT_SNOW = 20,
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WEATHER_SNOW = 15,
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WEATHER_BLIZZARD = 15,
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WEATHER_HAIL = 2.5
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)
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/datum/weather/lythios43c
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name = "lythios-43c base"
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temp_low = 220.14
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temp_high = 241.72
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/datum/weather/lythios43c/clear
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name = "clear"
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transition_chances = list(
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WEATHER_CLEAR = 60,
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WEATHER_OVERCAST = 40
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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/lythios43c/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 = 50,
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WEATHER_LIGHT_SNOW = 20,
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WEATHER_SNOW = 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/lythios43c/light_snow
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name = "light snow"
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icon_state = "snowfall_light"
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temp_low = 218.14
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temp_high = 239.72
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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 = 50,
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WEATHER_SNOW = 25,
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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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effect_message = list(
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"<I>The gentle breeze lifts tiny particles of falling snow past you.</I>",
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"<I>Cool wind rushes over your senses as the breeze softly stirs and spirals around you.</I>",
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"<I>A momentary pause in wind leaves the air still before it finds its peaceful rhythm again.</I>",
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"<I>Blanketed cold envelops you as the wind carries its chilled embrace.</I>"
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)
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/datum/weather/lythios43c/snow
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name = "moderate snow"
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icon_state = "snowfall_med"
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temp_low = 215.14
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temp_high = 235.72
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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 = 20,
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WEATHER_SNOW = 50,
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WEATHER_BLIZZARD = 20,
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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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effect_message = list(
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"<I>Snow falls gently around you with a quiet pattering song.</I>",
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"<I>Cool wind rushes over your senses as the breeze softly stirs and spirals around you.</I>",
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"<I>A momentary pause in wind leaves the air still before it finds its peaceful rhythm again.</I>",
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"<I>Blanketed cold envelops you as the wind carries its chilled embrace.</I>"
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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/lythios43c/snow/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 // Are they indoors?
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if(show_message)
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to_chat(L, pick(effect_message))
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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 GLOB.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/lythios43c/blizzard
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name = "blizzard"
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icon_state = "snowfall_heavy"
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temp_low = 200.14
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temp_high = 225.72
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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 = 35,
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WEATHER_BLIZZARD = 30,
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WEATHER_HAIL = 30,
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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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effect_message = list(
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"<I>Distant howling wind swirls up to meet you as the blizzard tempers and flares.</I>",
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"<I>Cool wind rushes over your senses as the strong wing stirs and spirals around you.</I>",
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"<I>A strong gust of wind rushes past you.</I>"
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)
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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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/datum/weather/lythios43c/blizzard/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 // Are they indoors?
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if(show_message)
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to_chat(L, pick(effect_message))
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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 GLOB.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/lythios43c/storm
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name = "storm"
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icon_state = "storm"
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light_modifier = 0.3
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temp_low = 215.14
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temp_high = 235.72
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flight_failure_modifier = 10
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effect_message = list(
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"<I>A gentle white noise of rain taps away a restless song.</I>",
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"<I>Showering rain from above intesifies for a moment and briefly obscures your vision.</I>",
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"<I>Gusting winds sweep past you and carry harsher rainfall before returning to its previous intensity.</I>"
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)
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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 a few droplets of water spatter the ground.",
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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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/datum/weather/lythios43c/storm/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 // Are they indoors?
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// Lazy wind code
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if(prob(10))
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if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = L.get_active_held_item()
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if(U.open)
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to_chat(L, "<span class='danger'>You struggle to keep hold of your umbrella!</span>")
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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_held_item(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
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if(U.open)
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if(L.drop_item_to_ground(U))
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to_chat(L, "<span class='danger'>A gust of wind yanks the umbrella from your hand!</span>")
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playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
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U.toggle_umbrella()
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U.throw_at(get_edge_target_turf(U, pick(GLOB.alldirs)), 8, 1, L)
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else
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to_chat(L, "<span class='notice'>A gust of wind nearly yanks the umbrella from your hand.</span>")
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playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
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// If they have an open umbrella, it'll guard from rain
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if(istype(L.get_active_held_item(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = L.get_active_held_item()
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if(U.open)
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if(show_message)
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to_chat(L, pick(effect_message))
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continue
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else if(istype(L.get_inactive_held_item(), /obj/item/melee/umbrella))
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var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
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if(U.open)
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if(show_message)
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to_chat(L, pick(effect_message))
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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, pick(effect_message))
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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/lythios43c/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/lythios43c/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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temp_low = 215.14
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temp_high = 225.72
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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 = list(
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"<I>Small chunks of ice clatter to the ground around you.</I>",
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"<I>Little pellets of ice sweep at you seemingly from all sides.</I>",
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"<I>The stream of hail thickens for a moment and temporarily obscures your vision.</I>"
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)
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transition_chances = list(
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WEATHER_SNOW = 40,
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WEATHER_BLIZZARD = 30,
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WEATHER_HAIL = 10,
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WEATHER_OVERCAST = 20
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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 washes over you as chunks of ice start to fall from the sky."
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)
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/datum/weather/lythios43c/hail/process_effects()
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..()
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for(var/humie in living_mob_list)
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var/mob/living/H = humie
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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 hail
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var/obj/item/melee/umbrella/U
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if(istype(H.get_active_held_item(), /obj/item/melee/umbrella))
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U = H.get_active_held_item()
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else if(istype(H.get_inactive_held_item(), /obj/item/melee/umbrella))
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U = H.get_inactive_held_item()
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if(U && U.open)
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if(show_message)
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to_chat(H, pick(effect_message))
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continue
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//removed needless damage code that spammed the user. if they're outside on this planet, they can withstand the useless damage that was here.
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if(show_message)
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to_chat(H, pick(effect_message))
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