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Citadel-Station-13-RP/maps/tether/tether_virgo3b.dm
silicons 6dec5d41e7 refactors pushing, movespeed, actionspeed, throwing, movement, pass flags, and probably things i forgot about; adds overhand throwing (#4360)
* initial

* wack

* changes

* insanity

* staging

* t

* note2self

* wild

* find replace

* changes

* pain

* fixes

* that's right out

* augh

* augh

* wild

* lol

* fuck this not refacotring all that in one day

* oopsy doopsy

* that goes away

* fixes

* pain!

* throwing stuff

* Fixes

* g

* eternal curse upon you, space indenter

* eternal curse upon you, space indenter x2

* real combat refactor energy

* refactors

* stuff

* subsystem logic

* a

* pain

* logic

* push logic

* logic

* i hate micros

* fixes

* a

* convert the rest

* let's finish this

* s

* fixes

* aah.

* augh

* AUGH

* stuff

* a

* more

* a
git pu

* fixes

* fixes

* fix

* fixes

* warnings

* more

* maybe don't have them throw past walls

* fixes

* ack

* f

* better ui

* fixes

* fixes

* a

* proximity monitors

* proximity monitors

* proximity monitors

* wack

* swap stuff

* a

* fix

* fix

* fix

* default

* Fix

* fixes

* ayy

* aoug

* aoug

* stuff

* fix

* fix

* ay

* ay

* ough

* ayo

* fix

* cannon

* wack

* i tested it

* fix

* why

Co-authored-by: VM_USER <VM_USER>
2022-09-08 01:43:03 -07:00

487 lines
15 KiB
Plaintext

var/datum/planet/virgo3b/planet_virgo3b = null
/datum/time/virgo3b
seconds_in_day = 6 HOURS
/datum/planet/virgo3b
name = "Virgo-3B"
desc = "A mid-sized moon of the Virgo 3 gas giant, this planet has an atmosphere mainly comprised of phoron, with trace \
amounts of both oxygen and nitrogen. Fortunately, the oxygen is not enough to be combustible in any meaningful way, however \
the phoron is desirable by many corporations, including NanoTrasen."
current_time = new /datum/time/virgo3b()
expected_z_levels = list(
Z_LEVEL_SURFACE_LOW,
Z_LEVEL_SURFACE_MID,
Z_LEVEL_SURFACE_HIGH,
Z_LEVEL_SURFACE_MINE,
Z_LEVEL_SOLARS,
Z_LEVEL_PLAINS
)
planetary_wall_type = /turf/unsimulated/wall/planetary/virgo3b
/datum/planet/virgo3b/New()
..()
planet_virgo3b = src
weather_holder = new /datum/weather_holder/virgo3b(src)
/datum/planet/virgo3b/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 = "#000066"
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/lerp_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, lerp_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, lerp_weight)
var/new_g = LERP(low_g, high_g, lerp_weight)
var/new_b = LERP(low_b, high_b, lerp_weight)
new_color = rgb(new_r, new_g, new_b)
spawn(1)
update_sun_deferred(2, new_brightness, new_color)
/datum/weather_holder/virgo3b
temperature = T0C
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/virgo3b/clear(),
WEATHER_OVERCAST = new /datum/weather/virgo3b/overcast(),
WEATHER_LIGHT_SNOW = new /datum/weather/virgo3b/light_snow(),
WEATHER_SNOW = new /datum/weather/virgo3b/snow(),
WEATHER_BLIZZARD = new /datum/weather/virgo3b/blizzard(),
WEATHER_RAIN = new /datum/weather/virgo3b/rain(),
WEATHER_STORM = new /datum/weather/virgo3b/storm(),
WEATHER_HAIL = new /datum/weather/virgo3b/hail(),
WEATHER_BLOOD_MOON = new /datum/weather/virgo3b/blood_moon()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 30,
WEATHER_OVERCAST = 30,
WEATHER_LIGHT_SNOW = 20,
WEATHER_SNOW = 5,
WEATHER_BLIZZARD = 5,
WEATHER_RAIN = 5,
WEATHER_STORM = 2.5,
WEATHER_HAIL = 2.5
)
/datum/weather/virgo3b
name = "virgo3b base"
temp_high = 243.15 // -20c
temp_low = 233.15 // -30c
/datum/weather/virgo3b/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_OVERCAST = 40
)
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/virgo3b/overcast
name = "overcast"
light_modifier = 0.8
transition_chances = list(
WEATHER_CLEAR = 25,
WEATHER_OVERCAST = 50,
WEATHER_LIGHT_SNOW = 10,
WEATHER_SNOW = 5,
WEATHER_RAIN = 5,
WEATHER_HAIL = 5
)
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/virgo3b/light_snow
name = "light snow"
icon_state = "snowfall_light"
temp_high = 235
temp_low = 225
light_modifier = 0.7
transition_chances = list(
WEATHER_OVERCAST = 20,
WEATHER_LIGHT_SNOW = 50,
WEATHER_SNOW = 25,
WEATHER_HAIL = 5
)
observed_message = "It is snowing lightly."
effect_message = list(
"<I>The gentle breeze lifts tiny particles of falling snow past you.</I>",
"<I>Cool wind rushes over your senses as the breeze softly stirs and spirals around you.</I>",
"<I>A momentary pause in wind leaves the air still before it finds its peaceful rhythm again.</I>",
"<I>Blanketed cold envelops you as the wind carries its chilled embrace.</I>"
)
transition_messages = list(
"Small snowflakes begin to fall from above.",
"It begins to snow lightly.",
)
/datum/weather/virgo3b/light_snow/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 // Are they indoors?
if(show_message)
to_chat(L, pick(effect_message))
/datum/weather/virgo3b/snow
name = "moderate snow"
icon_state = "snowfall_med"
temp_high = 230
temp_low = 220
light_modifier = 0.5
flight_failure_modifier = 5
transition_chances = list(
WEATHER_LIGHT_SNOW = 20,
WEATHER_SNOW = 50,
WEATHER_BLIZZARD = 20,
WEATHER_HAIL = 5,
WEATHER_OVERCAST = 5
)
observed_message = "It is snowing."
effect_message = list(
"<I>Snow falls gently around you with a quiet pattering song.</I>",
"<I>Cool wind rushes over your senses as the breeze softly stirs and spirals around you.</I>",
"<I>A momentary pause in wind leaves the air still before it finds its peaceful rhythm again.</I>",
"<I>Blanketed cold envelops you as the wind carries its chilled embrace.</I>"
)
transition_messages = list(
"It's starting to snow.",
"The air feels much colder as snowflakes fall from above."
)
/datum/weather/virgo3b/snow/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 // Are they indoors?
if(show_message)
to_chat(L, pick(effect_message))
for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
if(S.z in holder.our_planet.expected_z_levels)
for(var/dir_checked in GLOB.cardinal)
var/turf/simulated/floor/T = get_step(S, dir_checked)
if(istype(T))
if(istype(T, /turf/simulated/floor/outdoors) && prob(33))
T.chill()
/datum/weather/virgo3b/blizzard
name = "blizzard"
icon_state = "snowfall_heavy"
temp_high = 215
temp_low = 200
light_modifier = 0.3
flight_failure_modifier = 10
transition_chances = list(
WEATHER_SNOW = 45,
WEATHER_BLIZZARD = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
observed_message = "A blizzard blows snow everywhere."
effect_message = list(
"<I>Distant howling wind swirls up to meet you as the blizzard tempers and flares.</I>",
"<I>Cool wind rushes over your senses as the strong wing stirs and spirals around you.</I>",
"<I>A strong gust of wind rushes past you.</I>"
)
transition_messages = list(
"Strong winds howl around you as a blizzard appears.",
"It starts snowing heavily, and it feels extremly cold now."
)
/datum/weather/virgo3b/blizzard/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 // Are they indoors?
if(show_message)
to_chat(L, pick(effect_message))
for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
if(S.z in holder.our_planet.expected_z_levels)
for(var/dir_checked in GLOB.cardinal)
var/turf/simulated/floor/T = get_step(S, dir_checked)
if(istype(T))
if(istype(T, /turf/simulated/floor/outdoors) && prob(50))
T.chill()
/datum/weather/virgo3b/rain
name = "rain"
icon_state = "rain"
light_modifier = 0.5
effect_message = list(
"<I>A gentle white noise of rain taps away a restless song.</I>",
"<I>Stray droplets of rain momentarily obscure your vision.</I>",
"<I>The rainfall lessens for the span of a breath, stirring your mind from the ambience of it.</I>"
)
transition_chances = list(
WEATHER_OVERCAST = 25,
WEATHER_LIGHT_SNOW = 10,
WEATHER_RAIN = 50,
WEATHER_STORM = 10,
WEATHER_HAIL = 5
)
observed_message = "It is raining."
transition_messages = list(
"The sky is dark, and rain falls down upon you.",
"Billowing clouds seem to hasten overhead as stray rain droplets form more consistent patterns from above."
)
/datum/weather/virgo3b/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 // Are they indoors?
// 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, pick(effect_message))
/datum/weather/virgo3b/storm
name = "storm"
icon_state = "storm"
light_modifier = 0.3
flight_failure_modifier = 10
effect_message = list(
"<I>A gentle white noise of rain taps away a restless song.</I>",
"<I>Showering rain from above intesifies for a moment and briefly obscures your vision.</I>",
"<I>Gusting winds sweep past you and carry harsher rainfall before returning to its previous intensity.</I>"
)
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 a few droplets of water spatter the ground.",
"Loud thunder is heard in the distance.",
"A bright flash heralds the approach of a storm."
)
transition_chances = list(
WEATHER_RAIN = 45,
WEATHER_STORM = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
/datum/weather/virgo3b/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 // Are they indoors?
// Lazy wind code
if(prob(10))
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)
to_chat(L, "<span class='danger'>You struggle to keep hold of your umbrella!</span>")
L.Stun(20) // This is not nearly as long as it seems
playsound(L, 'sound/effects/rustle1.ogg', 100, 1) // Closest sound I've got to "Umbrella in the wind"
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)
to_chat(L, "<span class='danger'>A gust of wind yanks the umbrella from your hand!</span>")
playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
L.drop_from_inventory(U)
U.toggle_umbrella()
U.throw_at_old(get_edge_target_turf(U, pick(GLOB.alldirs)), 8, 1, L)
// 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, pick(effect_message))
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, pick(effect_message))
continue
L.water_act(2)
if(show_message)
to_chat(L, pick(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/virgo3b/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/virgo3b/hail
name = "hail"
icon_state = "hail"
light_modifier = 0.3
flight_failure_modifier = 15
timer_low_bound = 2
timer_high_bound = 5
effect_message = list(
"<I>Small chunks of ice clatter to the ground around you.</I>",
"<I>Little pellets of ice sweep at you seemingly from all sides.</I>",
"<I>The stream of hail thickens for a moment and temporarily obscures your vision.</I>"
)
transition_chances = list(
WEATHER_RAIN = 45,
WEATHER_STORM = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
observed_message = "Ice is falling from the sky."
transition_messages = list(
"Ice begins to fall from the sky.",
"It begins to hail.",
"An intense chill washes over you as chunks of ice start to fall from the sky."
)
/datum/weather/virgo3b/hail/process_effects()
..()
for(var/humie in living_mob_list)
var/mob/living/H = humie
if(H.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(H)
if(!T.outdoors)
continue // They're indoors, so no need to pelt them with ice.
// If they have an open umbrella, it'll guard from hail
var/obj/item/melee/umbrella/U
if(istype(H.get_active_held_item(), /obj/item/melee/umbrella))
U = H.get_active_held_item()
else if(istype(H.get_inactive_held_item(), /obj/item/melee/umbrella))
U = H.get_inactive_held_item()
if(U && U.open)
if(show_message)
to_chat(H, pick(effect_message))
continue
//removed needless damage code that spammed the user. if they're outside on this planet, they can withstand the useless damage that was here.
if(show_message)
to_chat(H, pick(effect_message))
/datum/weather/virgo3b/blood_moon
name = "blood moon"
light_modifier = 0.5
light_color = "#FF0000"
flight_failure_modifier = 25
transition_chances = list(
WEATHER_BLOODMOON = 100
)
observed_message = "Everything is red. Something really ominous is going on."
transition_messages = list(
"The sky turns blood red!"
)