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Citadel-Station-13-RP/maps/nsv_triumph/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 Mineral Rich Planet"
desc = "A mineral rich planet with a volatile atmosphere."
current_time = new /datum/time/classg()
expected_z_levels = list(11)
/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 0.20) // Night
low_brightness = 0.1
low_color = "#000066"
high_brightness = 0.4
high_color = "#66004D"
min = 0
if(0.20 to 0.30) // Twilight
low_brightness = 0.4
low_color = "#66004D"
high_brightness = 0.7
high_color = "#CC3300"
min = 0.40
if(0.30 to 0.40) // Sunrise/set
low_brightness = 0.7
low_color = "#CC3300"
high_brightness = 2.0
high_color = "#FF9933"
min = 0.50
if(0.40 to 1.00) // Noon
low_brightness = 2.0
low_color = "#DDDDDD"
high_brightness = 12.0
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_FALLOUT = new /datum/weather/classg/fallout()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 100
//WEATHER_FALLOUT = 25
)
/datum/weather/classg
name = "classg base"
temp_high = 203
temp_low = 203
/datum/weather/classg/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 100
//WEATHER_FALLOUT = 35
)
transition_messages = list(
//"The radioactive storm clears.",
//"The stars are visible once more.",
)
sky_visible = TRUE
observed_message = "The stars are visible overhead."
/*
/datum/weather/classg/fallout
name = "fallout"
icon_state = "fallout"
light_modifier = 0.7
light_color = "#CCFFCC"
flight_failure_modifier = 30
transition_chances = list(
WEATHER_CLEAR = 50,
WEATHER_FALLOUT = 50
)
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/classg/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/classg/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))
*/
// Shuttle Path for Mining Planet
// -- Datums -- //
/*/obj/effect/overmap/visitable/sector/classg
name = "Mineral Rich Planet" // The name of the destination
desc = "Sensors indicate that this is a world filled with minerals. There seems to be a thin atmosphere on the planet."
icon_state = "globe"
color = "#4e4e4e" // Bright yellow
initial_generic_waypoints = list("poid_main")
*/
// This is a special subtype of the thing that generates ores on a map
// It will generate more rich ores because of the lower numbers than the normal one
/datum/random_map/noise/ore/classg
descriptor = "Mining planet mine ore distribution map"
deep_val = 0.6 //More riches, normal is 0.7 and 0.8
rare_val = 0.4
// The check_map_sanity proc is sometimes unsatisfied with how AMAZING our ores are
/datum/random_map/noise/ore/classg/check_map_sanity()
var/rare_count = 0
var/surface_count = 0
var/deep_count = 0
//// Something is causing the ore spawn to error out, but still spawn ores for us so we'll need to keep tabs on why this is.
//// Hopefully the increased rarity val will cause the error to vanish, but we'll see. - Enzo 9/8/2020
// Increment map sanity counters.
for(var/value in map)
if(value < rare_val)
surface_count++
else if(value < deep_val)
rare_count++
else
deep_count++
admin_notice("RARE COUNT [rare_count]", R_DEBUG)
admin_notice("SURFACE COUNT [surface_count]", R_DEBUG)
admin_notice("DEEP COUNT [deep_count]", R_DEBUG)
// Sanity check.
if(surface_count < 100)
admin_notice("<span class='danger'>Insufficient surface minerals. Rerolling...</span>", R_DEBUG)
return 0
else if(rare_count < 50)
admin_notice("<span class='danger'>Insufficient rare minerals. Rerolling...</span>", R_DEBUG)
return 0
else if(deep_count < 50)
admin_notice("<span class='danger'>Insufficient deep minerals. Rerolling...</span>", R_DEBUG)
return 0
else
return 1