mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2025-12-09 23:33:33 +00:00
182 lines
5.2 KiB
Plaintext
182 lines
5.2 KiB
Plaintext
/// Lateloaded by tether.dm after tether_defines.dm
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/// Has to be loaded this way since tether_defines.dm has Z_LEVEL_CLASS_D defined whiiiiiich this .dm uses to designate the z level for the weather to be simulated on.
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var/datum/planet/class_d/planet_class_d = null
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/datum/time/class_d
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seconds_in_day = 3 HOURS
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/datum/planet/class_d
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name = "Virgo - 5"
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desc = "A rocky moon which has recently had its quarantine lifted following a campaign of nuclear bombings and mercinary \
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forces fighting to whipe out a large xenomorph infestation."
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current_time = new /datum/time/class_d()
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expected_z_levels = list(Z_LEVEL_CLASS_D) // Designates z level the weather effects should be used one
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planetary_wall_type = /turf/unsimulated/wall/planetary/class_d
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/datum/planet/class_d/New()
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..()
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planet_class_d = src
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weather_holder = new /datum/weather_holder/class_d(src)
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/datum/planet/class_d/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 0.20) // Night
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low_brightness = 0.1
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low_color = "#000066"
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high_brightness = 0.4
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high_color = "#66004D"
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min = 0
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if(0.20 to 0.30) // Twilight
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low_brightness = 0.4
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low_color = "#66004D"
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high_brightness = 0.7
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high_color = "#CC3300"
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min = 0.40
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if(0.30 to 0.40) // Sunrise/set
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low_brightness = 0.7
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low_color = "#CC3300"
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high_brightness = 2.0
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high_color = "#FF9933"
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min = 0.50
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if(0.40 to 1.00) // Noon
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low_brightness = 2.0
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low_color = "#DDDDDD"
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high_brightness = 12.0
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high_color = "#FFFFFF"
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min = 0.70
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var/interpolate_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, interpolate_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, interpolate_weight)
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var/new_g = LERP(low_g, high_g, interpolate_weight)
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var/new_b = LERP(low_b, high_b, interpolate_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/class_d
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temperature = T0C
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allowed_weather_types = list(
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WEATHER_CLEAR = new /datum/weather/class_d/clear(),
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WEATHER_FALLOUT = new /datum/weather/class_d/fallout()
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)
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roundstart_weather_chances = list(
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WEATHER_CLEAR = 95,
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WEATHER_FALLOUT = 5
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)
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/datum/weather/class_d
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name = "class_d base"
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temp_high = 203
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temp_low = 203
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/datum/weather/class_d/clear
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name = "clear"
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transition_chances = list(
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WEATHER_CLEAR = 85,
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WEATHER_FALLOUT = 15
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)
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transition_messages = list(
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"The radioactive storm clears.",
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"The stars are visible once more.",
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)
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sky_visible = TRUE
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observed_message = "The stars are visible overhead."
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/datum/weather/class_d/fallout
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name = "fallout"
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icon_state = "fallout"
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light_modifier = 0.7
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light_color = "#CCFFCC"
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flight_failure_modifier = 30
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transition_chances = list(
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WEATHER_CLEAR = 60,
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WEATHER_FALLOUT = 40
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)
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observed_message = "Radioactive soot and ash rains down from the heavens."
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transition_messages = list(
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"Radioactive soot and ash start to float down around you, contaminating whatever they touch."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/wind
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indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
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// How much radiation a mob gets while on an outside tile.
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var/direct_rad_low = RAD_LEVEL_LOW
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var/direct_rad_high = RAD_LEVEL_MODERATE
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// How much radiation is bursted onto a random tile near a mob.
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var/fallout_rad_low = RAD_LEVEL_HIGH
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var/fallout_rad_high = RAD_LEVEL_VERY_HIGH
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/datum/weather/class_d/fallout/process_effects()
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..()
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for(var/thing in living_mob_list)
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var/mob/living/L = thing
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if(L.z in holder.our_planet.expected_z_levels)
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irradiate_nearby_turf(L)
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var/turf/T = get_turf(L)
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if(!T.outdoors)
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continue // They're indoors, so no need to irradiate them with fallout.
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L.rad_act(rand(direct_rad_low, direct_rad_high))
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// This makes random tiles near people radioactive for awhile.
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// Tiles far away from people are left alone, for performance.
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/datum/weather/class_d/fallout/proc/irradiate_nearby_turf(mob/living/L)
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if(!istype(L))
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return
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var/list/turfs = RANGE_TURFS(world.view, L)
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var/turf/T = pick(turfs) // We get one try per tick.
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if(!istype(T))
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return
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if(T.outdoors)
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SSradiation.radiate(T, rand(fallout_rad_low, fallout_rad_high))
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