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Merge pull request #4835 from Novacat/nova-pathfinder
Ports upstream weather changes
This commit is contained in:
+112
-29
@@ -138,6 +138,13 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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WEATHER_CLEAR = 60,
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WEATHER_OVERCAST = 40
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)
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transition_messages = list(
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"The sky clears up.",
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"The sky is visible.",
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"The weather is calm."
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)
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sky_visible = TRUE
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observed_message = "The sky is clear."
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/datum/weather/virgo3b/overcast
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name = "overcast"
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@@ -150,6 +157,12 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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WEATHER_RAIN = 5,
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WEATHER_HAIL = 5
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)
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observed_message = "It is overcast, all you can see are clouds."
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transition_messages = list(
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"All you can see above are clouds.",
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"Clouds cut off your view of the sky.",
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"It's very cloudy."
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)
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/datum/weather/virgo3b/light_snow
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name = "light snow"
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@@ -163,6 +176,11 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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WEATHER_SNOW = 25,
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WEATHER_HAIL = 5
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)
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observed_message = "It is snowing lightly."
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transition_messages = list(
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"Small snowflakes begin to fall from above.",
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"It begins to snow lightly.",
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)
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/datum/weather/virgo3b/snow
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name = "moderate snow"
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@@ -178,6 +196,11 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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WEATHER_HAIL = 5,
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WEATHER_OVERCAST = 5
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)
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observed_message = "It is snowing."
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transition_messages = list(
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"It's starting to snow.",
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"The air feels much colder as snowflakes fall from above."
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)
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/datum/weather/virgo3b/snow/process_effects()
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..()
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@@ -202,6 +225,11 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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WEATHER_HAIL = 10,
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WEATHER_OVERCAST = 5
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)
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observed_message = "A blizzard blows snow everywhere."
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transition_messages = list(
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"Strong winds howl around you as a blizzard appears.",
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"It starts snowing heavily, and it feels extremly cold now."
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)
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/datum/weather/virgo3b/blizzard/process_effects()
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..()
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@@ -226,6 +254,10 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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WEATHER_STORM = 10,
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WEATHER_HAIL = 5
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)
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observed_message = "It is raining."
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transition_messages = list(
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"The sky is dark, and rain falls down upon you."
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)
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/datum/weather/virgo3b/rain/process_effects()
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..()
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@@ -240,13 +272,13 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
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if(U.open)
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if(show_message)
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to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella</span>")
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to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
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continue
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else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
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if(U.open)
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if(show_message)
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to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella</span>")
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to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
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continue
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L.water_act(1)
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@@ -258,6 +290,17 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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icon_state = "storm"
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light_modifier = 0.3
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flight_failure_modifier = 10
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effect_message = "<span class='warning'>Rain falls on you, drenching you in water.</span>"
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var/next_lightning_strike = 0 // world.time when lightning will strike.
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var/min_lightning_cooldown = 5 SECONDS
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var/max_lightning_cooldown = 1 MINUTE
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observed_message = "An intense storm pours down over the region."
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transition_messages = list(
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"You feel intense winds hit you as the weather takes a turn for the worst.",
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"Loud thunder is heard in the distance.",
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"A bright flash heralds the approach of a storm."
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)
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transition_chances = list(
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@@ -275,22 +318,52 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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if(!T.outdoors)
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continue // They're indoors, so no need to rain on them.
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// If they have an open umbrella, it'll get stolen by the wind
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// Lazy wind code
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if(prob(10))
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if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
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if(U.open)
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to_chat(L, "<span class='danger'>You struggle to keep hold of your umbrella!</span>")
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L.Stun(20) // This is not nearly as long as it seems
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playsound(L, 'sound/effects/rustle1.ogg', 100, 1) // Closest sound I've got to "Umbrella in the wind"
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else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
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if(U.open)
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to_chat(L, "<span class='danger'>A gust of wind yanks the umbrella from your hand!</span>")
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playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
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L.drop_from_inventory(U)
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U.toggle_umbrella()
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U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
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// If they have an open umbrella, it'll guard from rain
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if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
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if(U.open)
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to_chat(L, "<span class='warning'>A gust of wind yanks the umbrella from your hand!</span>")
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L.drop_from_inventory(U)
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U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
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if(show_message)
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to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
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continue
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else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
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if(U.open)
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to_chat(L, "<span class='warning'>A gust of wind yanks the umbrella from your hand!</span>")
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L.drop_from_inventory(U)
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U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
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if(show_message)
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to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
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continue
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L.water_act(2)
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to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
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if(show_message)
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to_chat(L, effect_message)
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handle_lightning()
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// This gets called to do lightning periodically.
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// There is a seperate function to do the actual lightning strike, so that badmins can play with it.
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/datum/weather/virgo3b/storm/proc/handle_lightning()
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if(world.time < next_lightning_strike)
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return // It's too soon to strike again.
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next_lightning_strike = world.time + rand(min_lightning_cooldown, max_lightning_cooldown)
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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.
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lightning_strike(T)
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/datum/weather/virgo3b/hail
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name = "hail"
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@@ -307,41 +380,47 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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WEATHER_HAIL = 10,
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WEATHER_OVERCAST = 5
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)
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observed_message = "Ice is falling from the sky."
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transition_messages = list(
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"Ice begins to fall from the sky.",
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"It begins to hail.",
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"An intense chill is felt, and chunks of ice start to fall from the sky, towards you."
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)
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/datum/weather/virgo3b/hail/process_effects()
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..()
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for(var/mob/living/carbon/human/H in living_mob_list)
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for(var/humie in human_mob_list)
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var/mob/living/carbon/human/H = humie
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if(H.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(H)
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if(!T.outdoors)
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continue // They're indoors, so no need to pelt them with ice.
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// If they have an open umbrella, it'll guard from rain
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// Message plays every time the umbrella gets stolen, just so they're especially aware of what's happening
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// If they have an open umbrella, it'll guard from hail
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var/obj/item/weapon/melee/umbrella/U
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if(istype(H.get_active_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = H.get_active_hand()
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if(U.open)
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if(show_message)
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to_chat(H, "<span class='notice'>Hail patters gently onto your umbrella.</span>")
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continue
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U = H.get_active_hand()
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else if(istype(H.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
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var/obj/item/weapon/melee/umbrella/U = H.get_inactive_hand()
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if(U.open)
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if(show_message)
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to_chat(H, "<span class='notice'>Hail patters gently onto your umbrella.</span>")
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continue
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U = H.get_inactive_hand()
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if(U && U.open)
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if(show_message)
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to_chat(H, "<span class='notice'>Hail patters onto your umbrella.</span>")
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continue
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var/target_zone = pick(BP_ALL)
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var/amount_blocked = H.run_armor_check(target_zone, "melee")
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var/amount_soaked = H.get_armor_soak(target_zone, "melee")
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if(amount_blocked >= 100)
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var/damage = rand(1,3)
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if(amount_blocked >= 30)
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continue // No need to apply damage. Hardhats are 30. They should probably protect you from hail on your head.
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//Voidsuits are likewise 40, and riot, 80. Clothes are all less than 30.
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if(amount_soaked >= damage)
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continue // No need to apply damage.
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if(amount_soaked >= 10)
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continue // No need to apply damage.
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H.apply_damage(rand(1, 3), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
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H.apply_damage(damage, BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
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if(show_message)
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to_chat(H, effect_message)
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@@ -353,3 +432,7 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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transition_chances = list(
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WEATHER_BLOODMOON = 100
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)
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observed_message = "Everything is red. Something really ominous is going on."
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transition_messages = list(
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"The sky turns blood red!"
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)
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