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Polaris/code/WorkInProgress/optics/beam.dm

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// the laser beam
/obj/beam/laser
name = "laser beam"
icon = 'beam.dmi'
icon_state = "full"
density = 0
mouse_opacity = 0
flags = TABLEPASS
var/wavelength // the (vaccuum) wavelength of the beam
var/width = 1 // 1=thin, 2=medium, 3=wide
var/obj/beam/laser/next
var/obj/beam/laser/prev
var/obj/master
New(var/atom/newloc, var/dirn, var/lambda, var/omega=1, var/half=0)
if(!isturf(loc))
return
//world << "creating beam at ([newloc.x],[newloc.y]) with [dirn] [lambda] [omega] [half]"
icon_state = "[omega]-[half ? "half" : "full"]"
dir = dirn
set_wavelength(lambda)
..(newloc)
spawn(0)
src.propagate()
src.verbs -= /atom/movable/verb/pull
proc/propagate()
var/turf/T = get_step(src, dir)
if(T)
if(T.Enter(src))
next = new(T, dir, wavelength, width, 0)
next.prev = src
next.master = src.master
else
spawn(5)
propagate()
proc/remove()
if(next)
next.remove()
del(src)
proc/blocked(var/atom/A)
return density || opacity
/*
/turf/Enter(atom/movable/mover as mob|obj)
if (!mover || !isturf(mover.loc))
return 1
//First, check objects to block exit that are not on the border
for(var/obj/obstacle in mover.loc)
if((obstacle.flags & ~ON_BORDER) && (mover != obstacle) && (forget != obstacle))
if(!obstacle.CheckExit(mover, src))
mover.Bump(obstacle, 1)
return 0
//Now, check objects to block exit that are on the border
for(var/obj/border_obstacle in mover.loc)
if((border_obstacle.flags & ON_BORDER) && (mover != border_obstacle) && (forget != border_obstacle))
if(!border_obstacle.CheckExit(mover, src))
mover.Bump(border_obstacle, 1)
return 0
//Next, check objects to block entry that are on the border
for(var/obj/border_obstacle in src)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != border_obstacle))
mover.Bump(border_obstacle, 1)
return 0
//Then, check the turf itself
if (!src.CanPass(mover, src))
mover.Bump(src, 1)
return 0
//Finally, check objects/mobs to block entry that are not on the border
for(var/atom/movable/obstacle in src)
if(obstacle.flags & ~ON_BORDER)
if(!obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != obstacle))
mover.Bump(obstacle, 1)
return 0
return 1 //Nothing found to block so return success!
*/
HasEntered(var/atom/movable/AM)
if(istype(AM, /obj/beam))
return
if(blocked(AM))
remove(src)
if(prev)
prev.propagate()
else if(master)
master:turn_on()
proc/set_wavelength(var/lambda)
var/w = round(lambda,1) // integer wavelength
wavelength = lambda
// first look for cached version of the icon at this wavelength
var/icon/cached = beam_icons["[w]"]
if(cached)
icon = cached
return
// no cached version, so generate a new one
// this maps a wavelength in the range 380-780 nm to an R,G,B,A value
var/red = 0
var/green = 0
var/blue = 0
var/alpha = 0
switch(w)
if(380 to 439)
red = (440-w) / 60
green = 0
blue = 1
if(440 to 489)
red = 0
green = (w-440) / 50
blue = 1
if(490 to 509)
red = 0
green = 1
blue = (510 - w) / 20
if(510 to 579)
red = (w-510) / 70
green = 1
blue = 0
if(580 to 644)
red = 1
green = (645-w) / 65
blue = 0
if(645 to 780)
red = 1
green = 0
blue = 0
// colour is done, now calculate intensity
switch(w)
if(380 to 419)
alpha = 0.75*(w-380)/40
if(420 to 700)
alpha = 0.75
if(701 to 780)
alpha = 0.75*(780-w)/80
// remap alpha by intensity gamma
if(alpha != 0)
alpha = alpha**0.80
var/icon/I = icon('beam.dmi')
I.MapColors(red,0,0,0, 0,green,0,0, 0,0,blue,0, 0,0,0,alpha, 0,0,0,0)
icon = I
beam_icons["[w]"] = I
// global cache of beam icons
// this is an assoc list mapping (integer) wavelength to icons
var/list/beam_icons = new()