Opacity refactor (#52881)

Moves all opacity var manipulation to a proc which sends a signal.
    light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
    has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
    Some opacity-related sight procs optimized as a result of this.
    Some variables moved to the object's definition.
    A define or two added into the mix for clarity.
    Some code cleaning, like turning booleans into their defines.
    One file renamed for clarity.

Changelog

cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
This commit is contained in:
Rohesie
2020-08-19 13:24:20 +12:00
committed by GitHub
parent deb043ccec
commit 25f670f8de
63 changed files with 220 additions and 160 deletions
@@ -1,7 +1,7 @@
/obj/effect/particle_effect/expl_particles
name = "fire"
icon_state = "explosion_particle"
opacity = 1
opacity = TRUE
anchored = TRUE
/obj/effect/particle_effect/expl_particles/Initialize()
@@ -27,7 +27,7 @@
name = "fire"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
opacity = 1
opacity = TRUE
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pixel_x = -32
@@ -8,7 +8,7 @@
/obj/effect/particle_effect/foam
name = "foam"
icon_state = "foam"
opacity = 0
opacity = FALSE
anchored = TRUE
density = FALSE
layer = EDGED_TURF_LAYER
@@ -257,7 +257,7 @@
icon = 'icons/effects/effects.dmi'
icon_state = "metalfoam"
density = TRUE
opacity = 1 // changed in New()
opacity = TRUE // changed in New()
anchored = TRUE
layer = EDGED_TURF_LAYER
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -8,7 +8,7 @@
icon_state = "smoke"
pixel_x = -32
pixel_y = -32
opacity = 0
opacity = FALSE
layer = FLY_LAYER
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT