mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2025-12-10 04:26:09 +00:00
226 lines
6.6 KiB
Plaintext
226 lines
6.6 KiB
Plaintext
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
|