Files
94d92803b4 Replaces our lighting system with CM's. (#21465)
Depends on #21458.

Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original
authors as:

- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)

The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677"
/>


- [x] Resolve todos
- [x] Look into open space fuckery (border objects)

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2025-11-04 21:27:42 +00:00

96 lines
3.6 KiB
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/datum/technomancer/equipment/tesla_armor
name = "Tesla Armor"
desc = "This piece of armor offers a retaliation-based defense. When the armor is 'ready', it will completely protect you from \
the next attack you suffer, and strike the attacker with a strong bolt of lightning, provided they are close enough. This effect requires \
fifteen seconds to recharge. If you are attacked while this is recharging, a weaker lightning bolt is sent out, however you won't be protected from \
the person beating you."
cost = 150
obj_path = /obj/item/clothing/suit/armor/tesla
/obj/item/clothing/suit/armor/tesla
name = "tesla armor"
desc = "This rather dangerous looking armor will hopefully shock your enemies, and not you in the process."
icon_state = "tesla_armor_1"
blood_overlay_type = "armor"
slowdown = 1
armor = list(
MELEE = 0,
BULLET = 0,
LASER = 0,
ENERGY = 0,
BOMB = 0,
BIO = 0,
RAD = 0
)
action_button_name = "Toggle Tesla Armor"
var/active = 1 //Determines if the armor will zap or block
var/ready = 1 //Determines if the next attack will be blocked, as well if a strong lightning bolt is sent out at the attacker.
var/ready_icon_state = "tesla_armor_1" //also wip
var/normal_icon_state = "tesla_armor_0"
var/cooldown_to_charge = 20 SECONDS
/obj/item/clothing/suit/armor/tesla/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
//First, some retaliation.
if(active)
if(istype(damage_source, /obj/projectile))
var/obj/projectile/P = damage_source
if(P.firer && get_dist(user, P.firer) <= 3)
if(ready)
INVOKE_ASYNC(src, PROC_REF(shoot_lightning), P.firer, 2000)
else
INVOKE_ASYNC(src, PROC_REF(shoot_lightning), P.firer, 1000, /obj/projectile/beam/lightning/small)
else
if(attacker && attacker != user)
if(get_dist(user, attacker) <= 3) //Anyone farther away than three tiles is too far to shoot lightning at.
if(ready)
INVOKE_ASYNC(src, PROC_REF(shoot_lightning), attacker, 2000)
else
INVOKE_ASYNC(src, PROC_REF(shoot_lightning), attacker, 1000, /obj/projectile/beam/lightning/small)
//Deal with protecting our wearer now.
if(ready)
ready = FALSE
addtimer(CALLBACK(src, PROC_REF(recharge), user), cooldown_to_charge)
visible_message(SPAN_DANGER("\The [user]'s [src.name] blocks [attack_text]!"))
update_icon()
return BULLET_ACT_BLOCK
return BULLET_ACT_HIT
/obj/item/clothing/suit/armor/tesla/proc/recharge(var/mob/user)
ready = TRUE
update_icon()
to_chat(user, SPAN_NOTICE("\The [src] is ready to protect you once more."))
/obj/item/clothing/suit/armor/tesla/attack_self(mob/user)
active = !active
to_chat(user, SPAN_NOTICE("You [active ? "" : "de"]activate \the [src]."))
update_icon()
user.update_inv_wear_suit()
user.update_action_buttons()
/obj/item/clothing/suit/armor/tesla/update_icon()
if(active && ready)
icon_state = ready_icon_state
item_state = ready_icon_state
set_light_range_power_color(2, 1, "#006AFF")
set_light_on(TRUE)
else
icon_state = normal_icon_state
item_state = normal_icon_state
set_light_on(FALSE)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_wear_suit(0)
H.update_action_buttons()
..()
/obj/item/clothing/suit/armor/tesla/proc/shoot_lightning(mob/target, power, lightning_type = /obj/projectile/beam/lightning)
var/obj/projectile/beam/lightning/lightning = new lightning_type(get_turf(src))
lightning.power = power
lightning.old_style_target(target)
lightning.fire()
visible_message(SPAN_DANGER("\The [src] strikes \the [target] with lightning!"))
playsound(src, 'sound/weapons/gaussrifle1.ogg', 75, 1)