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

57 lines
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/datum/technomancer/spell/radiance
name = "Radiance"
desc = "Causes you to be very radiant, glowing brightly in visible light, thermal energy, and deadly ionizing radiation. Note \
that this WILL affect you."
enhancement_desc = "Radiation will not affect the caster or their allies."
spell_power_desc = "Spell power increases the amount of radiation and heat radiated, as well as the radius."
cost = 100
ability_icon_state = "swarm_zeropoint"
obj_path = /obj/item/spell/radiance
category = OFFENSIVE_SPELLS
/obj/item/spell/radiance
name = "radiance"
desc = "You will glow with a radiance similar to that of Supermatter."
icon_state = "radiance"
aspect = ASPECT_LIGHT
var/power = 250
toggled = 1
/obj/item/spell/radiance/Initialize()
. = ..()
set_light_range_power_color(7, 4, "#D9D900")
set_light_on(TRUE)
START_PROCESSING(SSprocessing, src)
log_and_message_admins("has casted [src].")
/obj/item/spell/radiance/Destroy()
STOP_PROCESSING(SSprocessing, src)
log_and_message_admins("has stopped maintaining [src].")
return ..()
/obj/item/spell/radiance/process()
var/turf/T = get_turf(src)
if(!istype(T)) return
var/datum/gas_mixture/removed = null
var/datum/gas_mixture/env = null
var/adjusted_power = calculate_spell_power(power)
if(!istype(T, /turf/space))
env = T.return_air()
removed = env.remove(0.25 * env.total_moles) //Remove gas from surrounding area
var/thermal_power = 300 * adjusted_power
removed.add_thermal_energy(thermal_power)
removed.temperature = between(0, removed.temperature, 10000)
env.merge(removed)
for(var/mob/living/L in range(T, round(sqrt(adjusted_power / 2))))
if(check_for_scepter() && is_ally(L))
continue
var/radius = max(get_dist(L, src), 1)
var/rads = (adjusted_power / 10) * ( 1 / (radius**2) )
L.apply_damage(rads, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
adjust_instability(2)