mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2025-12-09 21:43:28 +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>
274 lines
7.7 KiB
Plaintext
274 lines
7.7 KiB
Plaintext
var/datum/planet/classm/planet_classm = null
|
|
|
|
/datum/time/classm
|
|
seconds_in_day = 3 HOURS
|
|
|
|
/datum/planet/classm
|
|
name = "Class-M Gaia Planet"
|
|
desc = "A beautiful, lush planet that is owned by the Happy Days and Sunshine Corporation."
|
|
current_time = new /datum/time/classm()
|
|
expected_z_levels = list(14) // Debug testing.
|
|
|
|
/datum/planet/classm/New()
|
|
..()
|
|
planet_classm = src
|
|
weather_holder = new /datum/weather_holder/classm(src)
|
|
|
|
/datum/planet/classm/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/classm
|
|
temperature = T0C
|
|
allowed_weather_types = list(
|
|
WEATHER_CLEAR = new /datum/weather/classm/clear(),
|
|
WEATHER_OVERCAST = new /datum/weather/classm/overcast(),
|
|
WEATHER_RAIN = new /datum/weather/classm/rain(),
|
|
WEATHER_STORM = new /datum/weather/classm/storm(),
|
|
WEATHER_BLOOD_MOON = new /datum/weather/classm/blood_moon(),
|
|
)
|
|
roundstart_weather_chances = list(
|
|
WEATHER_CLEAR = 75,
|
|
WEATHER_OVERCAST = 15,
|
|
WEATHER_RAIN = 5,
|
|
WEATHER_STORM = 4,
|
|
WEATHER_BLOODMOON = 1
|
|
)
|
|
|
|
/datum/weather/classm
|
|
name = "classm base"
|
|
temp_high = 293.15 // 20c
|
|
temp_low = 303.15 // 30c
|
|
|
|
/datum/weather/classm/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/classm/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/classm/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/classm/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_held_item(), /obj/item/melee/umbrella))
|
|
var/obj/item/melee/umbrella/U = L.get_active_held_item()
|
|
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_held_item(), /obj/item/melee/umbrella))
|
|
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
|
|
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/classm/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/classm/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_held_item(), /obj/item/melee/umbrella))
|
|
var/obj/item/melee/umbrella/U = L.get_active_held_item()
|
|
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_held_item(), /obj/item/melee/umbrella))
|
|
var/obj/item/melee/umbrella/U = L.get_inactive_held_item()
|
|
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/classm/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/classm/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
|