- Uses freelook visibility calculations
- all visible turfs represented as a 2x2 square
- - doors, windows, and structural objects that block movement show up in different colours from walls, floors, and space
- - windows and windoors that only block the edge of a tile show as a 1x2 line
- Areas that were visble but now aren't display in red. This will happen during regular activity, as doors open and close, as well as during abnormal circumstances, such as a camera being disabled/destroyed, or additional walls being constructed that block a camera's LOS.
- changes in visibility in an area triggers a map update which takes place two minutes later, reducing amount of processing (since further update triggers are ignored until the pending update has taken place), and give antagonists time after disabling a camera to conduct their business, before the map reveals that anything is out of the ordinary.
Sample screenshot: http://i.imgur.com/PS2vF.png
Todo:
- Remove test verb available to everyone, replace with AI-only (and perhaps avaiable to admins and ghosts?) verb.
- Clicking a tile immediately enters freelook and jumps to that tile
- Perhaps overlay blinking blue for areas with atmosphere alerts, brown for power? Independant of visibility, or centred on APC?
- A verb to force-update the current 3x3 area, while in freelook?
Fixed medbay piping
Added cameras in a bunch of areas for freelook (list follows)
corridor infront of bridge
corridor to rooms next to security
counselors office
corridor infront of medbay
west side of mech bay
medbay delivery entrance
virology back room
secure part of technical storage
teleporter entrance
disposals
hallway behind hos's office
library nw,ne,back room
The extent of my implementation of this involves commenting out some multi z-level specific stuff, and adding a dmi of the overlays it uses.
This currently causes runtime errors due to my lazy implementation!
Only -you- can fix them.
http://pastebin.com/AqU8sA4b
So far as I can tell, it just needs some sanity checks. I would leave this unchecked until the runtimes are fixed.
Additionally, our map doesn't actually fair too badly with proper camera LOS, but there are a couple of areas that need improvement. Please update the map when you tick this!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2395 316c924e-a436-60f5-8080-3fe189b3f50e