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

76 lines
1.8 KiB
Plaintext

/datum/technomancer/spell/pulsar
name = "Pulsar"
desc = "Emits electronic pulses to destroy, disable, or otherwise harm devices and machines. Be sure to not hit yourself with this."
cost = 100
ability_icon_state = "wiz_tech"
obj_path = /obj/item/spell/spawner/pulsar
category = OFFENSIVE_SPELLS
/obj/item/spell/spawner/pulsar
name = "pulsar"
desc = "Be sure to not hit yourself!"
icon_state = "radiance"
cast_methods = CAST_RANGED | CAST_THROW
aspect = ASPECT_EMP
spawner_type = /obj/effect/temporary_effect/pulse/pulsar
/obj/item/spell/spawner/pulsar/New()
..()
set_light_range_power_color(3, 2, "#2ECCFA")
set_light_on(TRUE)
/obj/item/spell/spawner/pulsar/on_ranged_cast(atom/hit_atom, mob/user)
if(within_range(hit_atom) && pay_energy(4000))
adjust_instability(8)
..()
/obj/item/spell/spawner/pulsar/on_throw_cast(atom/hit_atom, mob/user)
. = ..()
empulse(hit_atom, 1, 1, 1, 1, log=1)
// Does something every so often. Deletes itself when pulses_remaining hits zero.
/obj/effect/temporary_effect/pulse
var/pulses_remaining = 3
var/pulse_delay = 2 SECONDS
/obj/effect/temporary_effect/pulse/Initialize()
..()
return INITIALIZE_HINT_LATELOAD
/obj/effect/temporary_effect/pulse/LateInitialize()
pulse_loop()
/obj/effect/temporary_effect/pulse/proc/pulse_loop()
set waitfor = FALSE
while(pulses_remaining)
sleep(pulse_delay)
on_pulse()
pulses_remaining--
qdel(src)
// Override for specific effects.
/obj/effect/temporary_effect/pulse/proc/on_pulse()
/obj/effect/temporary_effect/pulse/pulsar
name = "pulsar"
desc = "Not a real pulsar, but still emits loads of EMP."
icon_state = "shield2"
time_to_die = null
light_range = 4
light_power = 5
light_color = "#2ECCFA"
pulses_remaining = 3
/obj/effect/temporary_effect/pulse/pulsar/on_pulse()
empulse(src, 1, 1, 2, 2, log = 1)