Overmap events now respect their opacity settings, rather than all hazards being opaque (#16428)

* sensors bugfix + standardisation

standardises datums and events so they default to 0 opacity and require events to be set explicitly if opaque, instead of events working one way and the datums the other.

also fixes the sensor ping from setting every event to opaque every time it scans

* cl

* fixes events going transparent by toggling sensors on and off

* better solution - doesn't leave blocked vision on overmap when toggling

toggling sensors doesn't leave opaque tiles on the overmap doing it like this

* just rewording cl, no code change here
This commit is contained in:
Llywelwyn
2023-06-03 09:06:00 +00:00
committed by GitHub
parent 613b1c07c3
commit 3a22f09c5e
3 changed files with 49 additions and 10 deletions
+1 -1
View File
@@ -74,7 +74,7 @@
if(pinged)
return
pinged = TRUE
effect.opacity = 1
effect.opacity = initial(effect.opacity)
show()
animate(marker, alpha=255, 0.5 SECOND, 1, LINEAR_EASING)
addtimer(CALLBACK(src, PROC_REF(unping)), 1 SECOND)
+7 -9
View File
@@ -260,13 +260,13 @@
/obj/effect/overmap/event/meteor
name = "asteroid field"
events = list(/datum/event/meteor_wave/overmap)
opacity = 1
event_icon_states = list("meteor1", "meteor2", "meteor3", "meteor4")
difficulty = EVENT_LEVEL_MAJOR
/obj/effect/overmap/event/electric
name = "electrical storm"
events = list(/datum/event/electrical_storm)
opacity = 0
event_icon_states = list("electrical1", "electrical2")
difficulty = EVENT_LEVEL_MAJOR
can_be_destroyed = FALSE
@@ -274,13 +274,13 @@
/obj/effect/overmap/event/dust
name = "dust cloud"
events = list(/datum/event/meteor_wave/dust/overmap)
opacity = 1
event_icon_states = list("dust1", "dust2", "dust3", "dust4")
can_be_destroyed = FALSE
/obj/effect/overmap/event/ion
name = "ion cloud"
events = list(/datum/event/ionstorm)
opacity = 0
event_icon_states = list("ion1", "ion2", "ion3", "ion4")
difficulty = EVENT_LEVEL_MAJOR
can_be_destroyed = FALSE
@@ -288,19 +288,18 @@
/obj/effect/overmap/event/carp
name = "carp shoal"
events = list(/datum/event/carp_migration/overmap)
opacity = 0
difficulty = EVENT_LEVEL_MODERATE
event_icon_states = list("carp")
movable_event_chance = 5
/obj/effect/overmap/event/carp/major
name = "carp school"
opacity = 1
difficulty = EVENT_LEVEL_MAJOR
/obj/effect/overmap/event/gravity
name = "dark matter influx"
events = list(/datum/event/gravity)
opacity = 0
can_be_destroyed = FALSE
//These now are basically only used to spawn hazards. Will be useful when we need to spawn group of moving hazards
@@ -309,13 +308,14 @@
var/radius = 2
var/count = 6
var/hazards
var/opacity = 1
var/opacity = 0
var/continuous = TRUE //if it should form continous blob, or can have gaps
/datum/overmap_event/meteor
name = "asteroid field"
count = 15
radius = 4
opacity = 1
continuous = FALSE
hazards = /obj/effect/overmap/event/meteor
@@ -323,27 +323,25 @@
name = "electrical storm"
count = 11
radius = 3
opacity = 0
hazards = /obj/effect/overmap/event/electric
/datum/overmap_event/dust
name = "dust cloud"
count = 16
radius = 4
opacity = 1
hazards = /obj/effect/overmap/event/dust
/datum/overmap_event/ion
name = "ion cloud"
count = 8
radius = 3
opacity = 0
hazards = /obj/effect/overmap/event/ion
/datum/overmap_event/carp
name = "carp shoal"
count = 8
radius = 3
opacity = 0
continuous = FALSE
hazards = /obj/effect/overmap/event/carp
@@ -351,11 +349,11 @@
name = "carp school"
count = 5
radius = 4
opacity = 1
hazards = /obj/effect/overmap/event/carp/major
/datum/overmap_event/gravity
name = "dark matter influx"
count = 12
radius = 4
opacity = 0
hazards = /obj/effect/overmap/event/gravity