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3b6d0f20ec
The last time the Light Sensitivity code was changed, I remarked in a review that "This should probably be a component so that its code isn't being run on every mob forever". Well I've gotten around to doing that myself, except I figured out it's even better off as an Element in this situation rather than a Component. So this is now my first time adding Elements to the repo. It turns out they're really awesome when paired with signals. This PR removes the hardcoded check for the light senstivity and dark phobia traits from the Life() path, replacing them instead with two Elements which hook into the pre-existing signal used to handle vision updates for human mobs. I've mainly done this to help cut down on the overwhelmingly high cost of the Life() codepath, which is currently one of the most expensive paths we have. While I was at it with refactoring these two, I noticed that there wasn't a trait selection for either of them, so I added selections for both traits to the disabilities tab so that players can opt-in to being light sensitive or afraid of the dark! <img width="318" height="336" alt="image" src="https://github.com/user-attachments/assets/a1e60e83-d899-44df-8ea3-0cd5a87c231c" />
64 lines
2.3 KiB
Plaintext
64 lines
2.3 KiB
Plaintext
/// Moodlet spawned by the Photosensitivity trait.
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/datum/moodlet/light_sensitivity
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duration = 2 MINUTES
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/// Element used by the Photosensitivity trait.
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/datum/element/light_sensitivity
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element_flags = ELEMENT_DETACH_ON_HOST_DESTROY
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/// The set of messages to draw from for characters with the Photosensitivity trait.
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var/list/eye_sensitivity_messages = list(
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"Your eyes tire a bit from the brightness.",
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"Your eyes sting a little; it's too bright.",
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"The bright light leaves your vision strained."
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)
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/// How much this trait modifies morale when triggering.
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var/morale_modifier = -10.0
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/datum/element/light_sensitivity/Attach(datum/target)
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. = ..()
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RegisterSignal(target, COMSIG_MOB_UPDATE_VISION, PROC_REF(handle_vision_update))
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RegisterSignal(target, COMSIG_GET_FLASH_PROTECTION_MODIFIERS, PROC_REF(handle_flash_protection))
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/datum/element/light_sensitivity/Detach(datum/target)
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UnregisterSignal(target, COMSIG_MOB_UPDATE_VISION)
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UnregisterSignal(target, COMSIG_GET_FLASH_PROTECTION_MODIFIERS)
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return ..()
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/datum/element/light_sensitivity/proc/handle_vision_update(mob/living/carbon/human/human)
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SIGNAL_HANDLER
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// First check the light level every once in awhile
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if (!prob(0.5) || astype(get_turf(human), /turf)?.get_lumcount() <= 0.95)
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return
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// Then check if they've got protection from bright lights
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if (human.get_flash_protection() <= 0 || !istype(human.glasses, /obj/item/clothing/glasses/fakesunglasses))
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return
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// And check if someone cut their eyes out.
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if(!human.get_eyes())
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return
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human.eye_blurry = max(human.eye_blurry, 6)
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to_chat(human, SPAN_WARNING(pick(eye_sensitivity_messages)))
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var/datum/component/morale/morale_comp = human.GetComponent(MORALE_COMPONENT)
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if (morale_comp)
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var/datum/moodlet/photosensitivity_moodlet = morale_comp.load_moodlet(/datum/moodlet/light_sensitivity, morale_modifier)
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photosensitivity_moodlet.refresh_moodlet()
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if(!prob(20))
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return
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// If your eyes are covered, people can see you squinting.
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var/list/protection = list(human.head, human.glasses, human.wear_mask)
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for(var/obj/item/I in protection)
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if(I?.body_parts_covered & EYES)
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return
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human.visible_message("[human] squints in discomfort.")
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/datum/element/light_sensitivity/proc/handle_flash_protection(mob/living/carbon/human/human, base_flash_protection)
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SIGNAL_HANDLER
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*base_flash_protection = *base_flash_protection - 1
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