/obj/effect/snowcloud name = "snow cloud" desc = "Let it snow, let it snow, let it snow!" icon_state = "snowcloud" layer = FLY_LAYER anchored = TRUE mouse_opacity = MOUSE_OPACITY_TRANSPARENT var/obj/machinery/snow_machine/parent_machine /obj/effect/snowcloud/New(turf, obj/machinery/snow_machine/SM) ..() START_PROCESSING(SSobj, src) if(SM && istype(SM)) parent_machine = SM /obj/effect/snowcloud/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/effect/snowcloud/process() if(QDELETED(parent_machine)) parent_machine = null var/turf/T = get_turf(src) if(isspaceturf(T)) qdel(src) return var/turf_hotness if(issimulatedturf(T)) var/turf/simulated/S = T turf_hotness = S.air.temperature if(turf_hotness > T0C && prob(10 * (turf_hotness - T0C))) //Cloud disappears if it's too warm qdel(src) return if(!parent_machine || !parent_machine.active || parent_machine.stat & NOPOWER) //All reasons a cloud could dissipate if(prob(10)) qdel(src) return try_to_snow() try_to_spread_cloud() parent_machine.affect_turf_temperature(T, 0.25 * parent_machine.cooling_speed) /obj/effect/snowcloud/proc/try_to_snow() var/turf/T = get_turf(src) if(locate(/obj/effect/snow, T)) return if(issimulatedturf(T)) var/turf/simulated/S = T if(prob(75 + S.air.temperature - T0C)) //Colder turf = more chance of snow return new /obj/effect/snow(T) /obj/effect/snowcloud/proc/try_to_spread_cloud() if(prob(95 - parent_machine.cooling_speed * 5)) //10 / 15 / 20 / 25% chance to spawn a new cloud return var/list/random_dirs = shuffle(cardinal) for(var/potential in random_dirs) var/turf/T = get_turf(get_step(src, potential)) if(isspaceturf(T) || T.density) continue if(!T.CanAtmosPass(T)) continue if(parent_machine.make_snowcloud(T)) return //Snow stuff below /obj/effect/snow desc = "Perfect for making snow angels, or throwing at other people!" icon = 'icons/effects/effects.dmi' icon_state = "snow" layer = ABOVE_ICYOVERLAY_LAYER anchored = TRUE /obj/effect/snow/New() START_PROCESSING(SSobj, src) icon_state = "snow[rand(1,6)]" ..() /obj/effect/snow/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/effect/snow/process() var/turf/T = get_turf(src) if(isspaceturf(T)) qdel(src) return else if(issimulatedturf(T)) var/turf/simulated/S = T if(S.air.temperature <= T0C) return if(prob(10 + S.air.temperature - T0C)) qdel(src) /obj/effect/snow/attack_hand(mob/living/carbon/human/user) if(!istype(user)) //Nonhumans don't have the balls to fight in the snow return user.changeNext_move(CLICK_CD_MELEE) var/obj/item/snowball/SB = new(get_turf(user)) user.put_in_hands(SB) to_chat(user, "You scoop up some snow and make \a [SB]!") /obj/effect/snow/attackby(obj/item/I, mob/user) if(istype(I, /obj/item/shovel)) var/obj/item/shovel/S = I user.visible_message("[user] is clearing away [src]...", "You begin clearing away [src]...", "You hear a wettish digging sound.") playsound(loc, S.usesound, 50, TRUE) if(!do_after(user, 50 * S.toolspeed, target = src)) return user.visible_message("[user] clears away [src]!", "You clear away [src]!") qdel(src) else return ..() /obj/effect/snow/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE) ..() qdel(src) /obj/effect/snow/ex_act(severity) if(severity == 3 && prob(50)) return qdel(src) /obj/item/snowball name = "snowball" desc = "Get ready for a snowball fight!" force = 0 throwforce = 10 icon_state = "snowball" damtype = STAMINA /obj/item/snowball/throw_impact(atom/target) ..() qdel(src) /obj/item/snowball/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE) ..() qdel(src) /obj/item/snowball/ex_act(severity) qdel(src)