[NO GBP] Nerfs Void Conduit. (#86808)

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## About The Pull Request

Void conduit has been given slightly less range and the pulse affects
only structures within LoS.

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## Why It's Good For The Game

I tested this skill in game a couple of times, it's admittedly a bit
overtuned, the pulse ignoring LoS leads to a lot of cheesy scenarios,
like RCDing walls all around the portal while being able to space
multiple areas.

It's still a very good spell, just less insane.

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## Changelog

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🆑

balance: Void Conduit has less range and no longer ignores Line of
Sight.
/🆑

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This commit is contained in:
EnterTheJake
2024-09-22 19:35:24 -04:00
committed by GitHub
parent 6b4de752e3
commit a2f3e5f1b9
@@ -33,7 +33,7 @@
///List of tiles that we added an overlay to, so we can clear them when the conduit is deleted
var/list/overlayed_turfs = list()
///How many tiles far our effect is
var/effect_range = 12
var/effect_range = 8
///id of the deletion timer
var/timerid
///Audio loop for the rift being alive
@@ -44,7 +44,12 @@
soundloop = new(src, start_immediately = TRUE)
timerid = QDEL_IN_STOPPABLE(src, 1 MINUTES)
START_PROCESSING(SSobj, src)
for(var/turf/affected_turf as anything in RANGE_TURFS(effect_range, src))
build_view_turfs()
/obj/structure/void_conduit/proc/build_view_turfs()
for(var/turf/affected_turf as anything in overlayed_turfs)
affected_turf.cut_overlay(void_overlay)
for(var/turf/affected_turf as anything in view(effect_range, src))
if(!isopenturf(affected_turf))
continue
affected_turf.add_overlay(void_overlay)
@@ -61,12 +66,13 @@
return ..()
/obj/structure/void_conduit/process(seconds_per_tick)
build_view_turfs()
do_conduit_pulse()
///Sends out a pulse
/obj/structure/void_conduit/proc/do_conduit_pulse()
var/list/turfs_to_affect = list()
for(var/turf/affected_turf as anything in RANGE_TURFS(effect_range, loc))
for(var/turf/affected_turf as anything in view(effect_range, loc))
var/distance = get_dist(loc, affected_turf)
if(!turfs_to_affect["[distance]"])
turfs_to_affect["[distance]"] = list()