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 -1
View File
@@ -3,7 +3,7 @@
name = "FORCEWALL"
icon_state = "m_shield"
anchored = TRUE
opacity = 0
opacity = FALSE
density = TRUE
CanAtmosPass = ATMOS_PASS_DENSITY
var/timeleft = 300 //Set to 0 for permanent forcefields (ugh)