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https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-20 23:31:04 +00:00
This converts the machine and mob processes to the SMC. Additionally, it adds the Atom subsystem, which handles all Initialize() calls in place of the old gameticker. Due to incompatibility with our atmospherics (FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use Initialize() as they should, instead opting for a custom atmos_init proc that the air controller handles.
99 lines
1.9 KiB
Plaintext
99 lines
1.9 KiB
Plaintext
/atom
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var/light_power = 1 // intensity of the light
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var/light_range = 0 // range in tiles of the light
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var/light_color // Hexadecimal RGB string representing the colour of the light
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var/datum/light_source/light
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var/list/light_sources
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// Nonsensical value for l_color default, so we can detect if it gets set to null.
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#define NONSENSICAL_VALUE -99999
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/atom/proc/set_light(l_range, l_power, l_color = NONSENSICAL_VALUE)
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if(l_power != null)
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light_power = l_power
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if(l_range != null)
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light_range = l_range
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if(l_color != NONSENSICAL_VALUE)
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light_color = l_color
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update_light()
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#undef NONSENSICAL_VALUE
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/atom/proc/update_light()
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set waitfor = FALSE
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if(!light_power || !light_range)
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if(light)
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light.destroy()
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light = null
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else
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if(!istype(loc, /atom/movable))
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. = src
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else
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. = loc
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if(light)
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light.update(.)
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else
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light = new /datum/light_source(src, .)
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/atom/Destroy()
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if(light)
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light.destroy()
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light = null
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return ..()
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/atom/movable/Destroy()
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var/turf/T = loc
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if(opacity && istype(T))
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T.reconsider_lights()
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return ..()
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/atom/movable/Move()
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var/turf/old_loc = loc
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. = ..()
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if(loc != old_loc)
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for(var/datum/light_source/L in light_sources)
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L.source_atom.update_light()
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var/turf/new_loc = loc
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if(istype(old_loc) && opacity)
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old_loc.reconsider_lights()
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if(istype(new_loc) && opacity)
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new_loc.reconsider_lights()
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/atom/proc/set_opacity(new_opacity)
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if(new_opacity == opacity)
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return
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opacity = new_opacity
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var/turf/T = loc
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if(!isturf(T))
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return
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if(new_opacity == TRUE)
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T.has_opaque_atom = TRUE
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T.reconsider_lights()
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else
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var/old_has_opaque_atom = T.has_opaque_atom
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T.recalc_atom_opacity()
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if(old_has_opaque_atom != T.has_opaque_atom)
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T.reconsider_lights()
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/obj/item/equipped()
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. = ..()
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update_light()
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/obj/item/pickup()
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. = ..()
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update_light()
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/obj/item/dropped()
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. = ..()
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update_light()
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