mirror of
https://github.com/ParadiseSS13/Paradise.git
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* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
152 lines
4.4 KiB
Plaintext
152 lines
4.4 KiB
Plaintext
/atom/movable/lighting_object
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name = ""
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anchored = TRUE
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icon = LIGHTING_ICON
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icon_state = "transparent"
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color = null //we manually set color in init instead
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plane = LIGHTING_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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layer = LIGHTING_LAYER
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invisibility = INVISIBILITY_LIGHTING
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simulated = FALSE
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var/needs_update = FALSE
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var/turf/myturf
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/atom/movable/lighting_object/Initialize(mapload)
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. = ..()
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verbs.Cut()
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//We avoid setting this in the base as if we do then the parent atom handling will add_atom_color it and that
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//is totally unsuitable for this object, as we are always changing it's colour manually
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color = LIGHTING_BASE_MATRIX
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myturf = loc
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if(myturf.lighting_object)
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qdel(myturf.lighting_object, force = TRUE)
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myturf.lighting_object = src
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myturf.luminosity = 0
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for(var/turf/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm
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S.update_starlight()
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needs_update = TRUE
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SSlighting.objects_queue += src
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/atom/movable/lighting_object/Destroy(force)
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if(force)
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SSlighting.objects_queue -= src
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if(loc != myturf)
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var/turf/oldturf = get_turf(myturf)
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var/turf/newturf = get_turf(loc)
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stack_trace("A lighting object was qdeleted with a different loc then it is suppose to have ([COORD(oldturf)] -> [COORD(newturf)])")
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if(isturf(myturf))
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myturf.lighting_object = null
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myturf.luminosity = 1
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myturf = null
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return ..()
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else
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return QDEL_HINT_LETMELIVE
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/atom/movable/lighting_object/proc/update()
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if(loc != myturf)
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if(loc)
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var/turf/oldturf = get_turf(myturf)
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var/turf/newturf = get_turf(loc)
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warning("A lighting object realised it's loc had changed in update() ([myturf]\[[myturf ? myturf.type : "null"]]([COORD(oldturf)]) -> [loc]\[[ loc ? loc.type : "null"]]([COORD(newturf)]))!")
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qdel(src, TRUE)
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return
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// To the future coder who sees this and thinks
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// "Why didn't he just use a loop?"
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// Well my man, it's because the loop performed like shit.
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// And there's no way to improve it because
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// without a loop you can make the list all at once which is the fastest you're gonna get.
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// Oh it's also shorter line wise.
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// Including with these comments.
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// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
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var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
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var/list/corners = myturf.corners
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var/datum/lighting_corner/cr = dummy_lighting_corner
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var/datum/lighting_corner/cg = dummy_lighting_corner
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var/datum/lighting_corner/cb = dummy_lighting_corner
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var/datum/lighting_corner/ca = dummy_lighting_corner
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if(corners) //done this way for speed
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cr = corners[3] || dummy_lighting_corner
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cg = corners[2] || dummy_lighting_corner
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cb = corners[4] || dummy_lighting_corner
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ca = corners[1] || dummy_lighting_corner
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var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
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var/rr = cr.cache_r
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var/rg = cr.cache_g
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var/rb = cr.cache_b
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var/gr = cg.cache_r
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var/gg = cg.cache_g
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var/gb = cg.cache_b
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var/br = cb.cache_r
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var/bg = cb.cache_g
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var/bb = cb.cache_b
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var/ar = ca.cache_r
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var/ag = ca.cache_g
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var/ab = ca.cache_b
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#if LIGHTING_SOFT_THRESHOLD != 0
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var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
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#else
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// Because of floating points™?, it won't even be a flat 0.
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// This number is mostly arbitrary.
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var/set_luminosity = max > 1e-6
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#endif
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if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
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//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
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icon_state = "transparent"
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color = null
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else if(!set_luminosity)
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icon_state = "dark"
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color = null
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else
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icon_state = null
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color = list(
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rr, rg, rb, 00,
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gr, gg, gb, 00,
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br, bg, bb, 00,
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ar, ag, ab, 00,
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00, 00, 00, 01
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)
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luminosity = set_luminosity
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// Variety of overrides so the overlays don't get affected by weird things.
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/atom/movable/lighting_object/ex_act(severity)
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return 0
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/atom/movable/lighting_object/singularity_act()
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return
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/atom/movable/lighting_object/singularity_pull()
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return
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/atom/movable/lighting_object/blob_act(obj/structure/blob/B)
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return
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/atom/movable/lighting_object/on_changed_z_level(turf/old_turf, turf/new_turf, notify_contents = FALSE)
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return ..()
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// Override here to prevent things accidentally moving around overlays.
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/atom/movable/lighting_object/forceMove(atom/destination, no_tp = FALSE, harderforce = FALSE)
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if(harderforce)
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. = ..()
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