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synced 2026-01-06 15:02:29 +00:00
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
63 lines
1.5 KiB
Plaintext
63 lines
1.5 KiB
Plaintext
/obj/effect/particle_effect/expl_particles
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name = "fire"
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icon_state = "explosion_particle"
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opacity = TRUE
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anchored = TRUE
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/obj/effect/particle_effect/expl_particles/Initialize()
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/effect/particle_effect/expl_particles/LateInitialize()
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var/direct = pick(GLOB.alldirs)
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var/steps_amt = pick(1;25,2;50,3,4;200)
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for(var/j in 1 to steps_amt)
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step(src, direct)
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sleep(1)
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qdel(src)
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/datum/effect_system/expl_particles
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number = 10
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/datum/effect_system/expl_particles/start()
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for(var/i in 1 to number)
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new /obj/effect/particle_effect/expl_particles(location)
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/obj/effect/explosion
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name = "fire"
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icon = 'icons/effects/96x96.dmi'
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icon_state = "explosion"
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opacity = TRUE
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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pixel_x = -32
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pixel_y = -32
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/obj/effect/explosion/Initialize()
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. = ..()
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QDEL_IN(src, 10)
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/datum/effect_system/explosion
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/datum/effect_system/explosion/set_up(loca)
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if(isturf(loca))
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location = loca
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else
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location = get_turf(loca)
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/datum/effect_system/explosion/start()
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new/obj/effect/explosion( location )
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var/datum/effect_system/expl_particles/P = new/datum/effect_system/expl_particles()
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P.set_up(10, 0, location)
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P.start()
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/datum/effect_system/explosion/smoke
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/datum/effect_system/explosion/smoke/proc/create_smoke()
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var/datum/effect_system/smoke_spread/S = new
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S.set_up(2, location)
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S.start()
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/datum/effect_system/explosion/smoke/start()
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..()
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addtimer(CALLBACK(src, .proc/create_smoke), 5)
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