Files
Bubberstation/code/datums/elements/crackable.dm
LemonInTheDark dd419e77be Converts the crackable element to mutable appearances, saves 0.15 seconds of init (#73941)
## About The Pull Request

Instead of passing in an icon as a source to the alpha mask filter, we
can stick a mutable appearance in our overlays list with a render target
set, and use that render target to do our masking. Remember to use "*"
to avoid rendering the crack twice

## Why It's Good For The Game

CPU time
2023-03-13 16:25:40 -06:00

28 lines
1.2 KiB
Plaintext

/// Adds crack overlays to an object when integrity gets low
/datum/element/crackable
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
var/list/mutable_appearance/crack_appearances
/// The level at which the object starts showing cracks, 1 being at full health and 0.5 being at half health
var/crack_integrity = 1
/datum/element/crackable/Attach(datum/target, icon/crack_icon, list/crack_states, crack_integrity)
. = ..()
if(!isobj(target))
return ELEMENT_INCOMPATIBLE
src.crack_integrity = crack_integrity || src.crack_integrity
if(!crack_appearances) // This is the first attachment and we need to do first time setup
crack_appearances = list()
for(var/state in crack_states)
for(var/i in 1 to 35)
var/mutable_appearance/crack = mutable_appearance(crack_icon, state)
crack.transform.Turn(i * 10)
crack_appearances += crack
RegisterSignal(target, COMSIG_ATOM_INTEGRITY_CHANGED, PROC_REF(IntegrityChanged))
/datum/element/crackable/proc/IntegrityChanged(obj/source, old_value, new_value)
SIGNAL_HANDLER
if(new_value >= source.max_integrity * crack_integrity)
return
source.AddComponent(/datum/component/cracked, crack_appearances, crack_integrity)