Files
Bubberstation/code/datums/elements/light_eaten.dm
T
LemonInTheDark 70651816c2 Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request

[Fixes static lights not
moving](https://github.com/tgstation/tgstation/commit/ffef43c05a55dae414ef94558ecf9b9df709ded7)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](https://github.com/tgstation/tgstation/commit/de73a63bd4d97783c69c95370726d1c253ffb8fe)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
2024-02-12 20:50:20 +01:00

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/**
* Makes anything that it attaches to incapable of producing light
*/
/datum/element/light_eaten
element_flags = ELEMENT_DETACH_ON_HOST_DESTROY // Detach for turfs
/datum/element/light_eaten/Attach(atom/target)
if(!isatom(target))
return ELEMENT_INCOMPATIBLE
. = ..()
var/atom/atom_target = target
RegisterSignal(atom_target, COMSIG_ATOM_SET_LIGHT_POWER, PROC_REF(block_light_power))
RegisterSignal(atom_target, COMSIG_ATOM_SET_LIGHT_RANGE, PROC_REF(block_light_range))
RegisterSignal(atom_target, COMSIG_ATOM_SET_LIGHT_ON, PROC_REF(block_light_on))
RegisterSignal(atom_target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
/// Because the lighting system does not like overlay lights getting set_light() called.
switch(atom_target.light_system)
if(COMPLEX_LIGHT)
target.set_light(0, 0, null, l_on = FALSE)
else
target.set_light_power(0)
target.set_light_range(0)
target.set_light_on(FALSE)
target.update_icon()
/datum/element/light_eaten/Detach(datum/source)
UnregisterSignal(source, list(
COMSIG_ATOM_SET_LIGHT_POWER,
COMSIG_ATOM_SET_LIGHT_RANGE,
COMSIG_ATOM_SET_LIGHT_ON,
COMSIG_ATOM_EXAMINE,
))
return ..()
/// Prevents the light power of the target atom from exceeding 0 or increasing.
/datum/element/light_eaten/proc/block_light_power(atom/eaten_light, new_power)
SIGNAL_HANDLER
if(new_power > 0)
return COMPONENT_BLOCK_LIGHT_UPDATE
if(new_power > eaten_light.light_power)
return COMPONENT_BLOCK_LIGHT_UPDATE
return NONE
/// Prevents the light range of the target atom from exceeding 0 while the light power is greater than 0.
/datum/element/light_eaten/proc/block_light_range(atom/eaten_light, new_range)
SIGNAL_HANDLER
if(new_range <= 0)
return NONE
if(eaten_light.light_power <= 0)
return NONE
return COMPONENT_BLOCK_LIGHT_UPDATE
/// Prevents the light from turning on while the light power is greater than 0.
/datum/element/light_eaten/proc/block_light_on(atom/eaten_light, new_on)
SIGNAL_HANDLER
if(new_on)
return COMPONENT_BLOCK_LIGHT_UPDATE
return NONE
/// Signal handler for light eater flavortext
/datum/element/light_eaten/proc/on_examine(atom/eaten_light, mob/examiner, list/examine_text)
SIGNAL_HANDLER
examine_text += span_warning("It's dark and empty...")
if(isliving(examiner) && prob(20))
var/mob/living/target = examiner
examine_text += span_danger("You can feel something in [eaten_light.p_them()] gnash at your eyes!")
target.adjust_temp_blindness(10 SECONDS)
target.set_eye_blur_if_lower(20 SECONDS)
return NONE