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Citadel-Station-13-RP/maps/tether/tether_class_d_weather_holder.dm

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/// Lateloaded by tether.dm after tether_defines.dm
/// 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.
var/datum/planet/class_d/planet_class_d = null
/datum/time/class_d
seconds_in_day = 3 HOURS
/datum/planet/class_d
name = "Virgo - 5"
desc = "A rocky moon which has recently had its quarantine lifted following a campaign of nuclear bombings and mercinary \
forces fighting to whipe out a large xenomorph infestation."
current_time = new /datum/time/class_d()
expected_z_levels = list(Z_LEVEL_CLASS_D) // Designates z level the weather effects should be used one
planetary_wall_type = /turf/unsimulated/wall/planetary/class_d
/datum/planet/class_d/New()
..()
planet_class_d = src
weather_holder = new /datum/weather_holder/class_d(src)
/datum/planet/class_d/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/class_d
temperature = T0C
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/class_d/clear(),
WEATHER_FALLOUT = new /datum/weather/class_d/fallout()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 95,
WEATHER_FALLOUT = 5
)
/datum/weather/class_d
name = "class_d base"
temp_high = 203
temp_low = 203
/datum/weather/class_d/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 85,
WEATHER_FALLOUT = 15
)
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/class_d/fallout
name = "fallout"
icon_state = "fallout"
light_modifier = 0.7
light_color = "#CCFFCC"
flight_failure_modifier = 30
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_FALLOUT = 40
)
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/class_d/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/class_d/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))