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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>
67 lines
2.1 KiB
Plaintext
67 lines
2.1 KiB
Plaintext
/datum/technomancer/spell/destabilize
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name = "Destabilize"
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desc = "Creates an unstable disturbance at the targeted tile, which will afflict anyone nearby with instability who remains nearby. This can affect you \
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and your allies as well. The disturbance lasts for twenty seconds."
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cost = 100
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ability_icon_state = "wiz_shield"
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obj_path = /obj/item/spell/spawner/destabilize
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category = OFFENSIVE_SPELLS
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/obj/item/spell/spawner/destabilize
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name = "Destabilize"
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desc = "Now your enemies can feel what you go through when you have too much fun."
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icon_state = "destabilize"
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cast_methods = CAST_RANGED
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aspect = ASPECT_UNSTABLE
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spawner_type = /obj/effect/temporary_effect/destabilize
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/obj/item/spell/spawner/destabilize/New()
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..()
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set_light_range_power_color(3, 2, "#C26DDE")
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set_light_on(TRUE)
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/obj/item/spell/spawner/destabilize/on_ranged_cast(atom/hit_atom, mob/user)
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if(within_range(hit_atom) && pay_energy(2000))
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adjust_instability(15)
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..()
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/obj/effect/temporary_effect/destabilize
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name = "destabilizing disturbance"
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desc = "This can't be good..."
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icon_state = "blueshatter"
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time_to_die = null
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light_range = 6
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light_power = 20
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light_color = "#C26DDE"
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var/pulses_remaining = 40 // Lasts 20 seconds.
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var/instability_power = 5
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var/instability_range = 6
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var/timer_id = null
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/obj/effect/temporary_effect/destabilize/Initialize()
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/effect/temporary_effect/destabilize/LateInitialize()
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. = ..()
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timer_id = addtimer(CALLBACK(src, PROC_REF(radiate_loop)), 5 SECONDS, TIMER_UNIQUE|TIMER_STOPPABLE)
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/obj/effect/temporary_effect/destabilize/Destroy()
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deltimer(timer_id)
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. = ..()
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/obj/effect/temporary_effect/destabilize/proc/radiate_loop()
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if(pulses_remaining && !QDELETED(src))
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for(var/mob/living/L in range(src, instability_range) )
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var/radius = max(get_dist(L, src), 1)
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// Being farther away lessens the amount of instability received.
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var/outgoing_instability = instability_power * ( 1 / (radius**2) )
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L.receive_radiated_instability(outgoing_instability)
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pulses_remaining--
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timer_id = addtimer(CALLBACK(src, PROC_REF(radiate_loop)), 5 SECONDS, TIMER_UNIQUE|TIMER_STOPPABLE)
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else
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qdel(src)
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