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https://github.com/PolarisSS13/Polaris.git
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/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 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 = '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('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() |