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https://github.com/ParadiseSS13/Paradise.git
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All credits to the author for this handy little script. I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work. To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders" If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
178 lines
4.1 KiB
Plaintext
178 lines
4.1 KiB
Plaintext
// the laser beam
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/obj/effect/beam/laser
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name = "laser beam"
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icon = 'icons/effects/beam.dmi'
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icon_state = "full"
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density = 0
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mouse_opacity = 0
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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flags = TABLEPASS
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var/wavelength // the (vaccuum) wavelength of the beam
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var/width = 1 // 1=thin, 2=medium, 3=wide
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var/obj/effect/beam/laser/next
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var/obj/effect/beam/laser/prev
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var/obj/master
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New(var/atom/newloc, var/dirn, var/lambda, var/omega=1, var/half=0)
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if(!isturf(loc))
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return
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//world << "creating beam at ([newloc.x],[newloc.y]) with [dirn] [lambda] [omega] [half]"
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icon_state = "[omega]-[half ? "half" : "full"]"
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dir = dirn
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set_wavelength(lambda)
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..(newloc)
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spawn(0)
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src.propagate()
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src.verbs -= /atom/movable/verb/pull
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proc/propagate()
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var/turf/T = get_step(src, dir)
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if(T)
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if(T.Enter(src))
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next = new(T, dir, wavelength, width, 0)
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next.prev = src
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next.master = src.master
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else
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spawn(5)
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propagate()
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proc/remove()
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if(next)
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next.remove()
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del(src)
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proc/blocked(var/atom/A)
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return density || opacity
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/*
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/turf/Enter(atom/movable/mover as mob|obj)
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if (!mover || !isturf(mover.loc))
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return 1
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//First, check objects to block exit that are not on the border
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for(var/obj/obstacle in mover.loc)
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if((obstacle.flags & ~ON_BORDER) && (mover != obstacle) && (forget != obstacle))
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if(!obstacle.CheckExit(mover, src))
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mover.Bump(obstacle, 1)
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return 0
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//Now, check objects to block exit that are on the border
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for(var/obj/border_obstacle in mover.loc)
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if((border_obstacle.flags & ON_BORDER) && (mover != border_obstacle) && (forget != border_obstacle))
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if(!border_obstacle.CheckExit(mover, src))
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mover.Bump(border_obstacle, 1)
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return 0
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//Next, check objects to block entry that are on the border
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for(var/obj/border_obstacle in src)
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if(border_obstacle.flags & ON_BORDER)
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if(!border_obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != border_obstacle))
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mover.Bump(border_obstacle, 1)
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return 0
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//Then, check the turf itself
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if (!src.CanPass(mover, src))
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mover.Bump(src, 1)
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return 0
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//Finally, check objects/mobs to block entry that are not on the border
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for(var/atom/movable/obstacle in src)
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if(obstacle.flags & ~ON_BORDER)
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if(!obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != obstacle))
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mover.Bump(obstacle, 1)
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return 0
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return 1 //Nothing found to block so return success!
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*/
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HasEntered(var/atom/movable/AM)
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if(istype(AM, /obj/effect/beam))
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return
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if(blocked(AM))
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remove(src)
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if(prev)
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prev.propagate()
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else if(master)
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master:turn_on()
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proc/set_wavelength(var/lambda)
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var/w = round(lambda,1) // integer wavelength
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wavelength = lambda
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// first look for cached version of the icon at this wavelength
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var/icon/cached = beam_icons["[w]"]
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if(cached)
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icon = cached
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return
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// no cached version, so generate a new one
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// this maps a wavelength in the range 380-780 nm to an R,G,B,A value
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var/red = 0
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var/green = 0
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var/blue = 0
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var/alpha = 0
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switch(w)
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if(380 to 439)
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red = (440-w) / 60
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green = 0
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blue = 1
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if(440 to 489)
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red = 0
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green = (w-440) / 50
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blue = 1
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if(490 to 509)
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red = 0
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green = 1
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blue = (510 - w) / 20
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if(510 to 579)
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red = (w-510) / 70
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green = 1
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blue = 0
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if(580 to 644)
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red = 1
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green = (645-w) / 65
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blue = 0
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if(645 to 780)
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red = 1
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green = 0
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blue = 0
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// colour is done, now calculate intensity
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switch(w)
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if(380 to 419)
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alpha = 0.75*(w-380)/40
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if(420 to 700)
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alpha = 0.75
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if(701 to 780)
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alpha = 0.75*(780-w)/80
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// remap alpha by intensity gamma
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if(alpha != 0)
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alpha = alpha**0.80
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var/icon/I = icon('icons/effects/beam.dmi')
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I.MapColors(red,0,0,0, 0,green,0,0, 0,0,blue,0, 0,0,0,alpha, 0,0,0,0)
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icon = I
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beam_icons["[w]"] = I
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// global cache of beam icons
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// this is an assoc list mapping (integer) wavelength to icons
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var/list/beam_icons = new() |