Fixes the labor claim console not properly linking in shuttle loads (#73590)

## About The Pull Request

Caused by f88edef0fb

I prevented lighting objects transfering between space turfs and not
space turfs.
This meant if you went from space turf -> non space turf, we had to
spawn you a new lighting object.

This would set your luminosity to 0, then queue you for updates.

This meant that shuttles would go fulldark (To things without
see_in_dark) on move. So when we'd try and do a view check to look for a
stacking machine to feed from, we'd get blocked

Lets swap from a view to a dview() then, and default to lit instead of
unlit turfs

Because mobs use infi see_in_dark this only impacts redundant view()
calls. Lets just be nice to em yeah?

## Why It's Good For The Game

Closes #73324 

## Changelog
🆑
fix: The gulag shuttle's point claim console will load in again. Whooops
/🆑
This commit is contained in:
LemonInTheDark
2023-02-23 23:51:29 -07:00
committed by GitHub
parent 3839e860a7
commit 069bd12e26
2 changed files with 3 additions and 2 deletions
+2 -1
View File
@@ -27,7 +27,8 @@ GLOBAL_LIST_EMPTY(default_lighting_underlays_by_z)
stack_trace("a lighting object was assigned to a turf that already had a lighting object!")
affected_turf.lighting_object = src
affected_turf.luminosity = 0
// Default to fullbright, so things can "see" if they use view() before we update
affected_turf.luminosity = 1
// This path is really hot. this is faster
// Really this should be a global var or something, but lets not think about that yes?