mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-22 03:27:46 +01:00
Merge remote-tracking branch 'polaris/master' into polaris-sync
# Conflicts: # html/changelogs/.all_changelog.yml # maps/RandomZLevels/zresearchlabs.dmm
This commit is contained in:
@@ -8,6 +8,8 @@
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flags_inv = 0
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siemens_coefficient = 0.9
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action_button_name = "Toggle Head-light"
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w_class = ITEMSIZE_NORMAL
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ear_protection = 1
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/obj/item/clothing/head/hardhat/orange
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icon_state = "hardhat0_orange"
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@@ -2,7 +2,7 @@
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/obj/item/clothing/head/helmet/space/skrell
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name = "Skrellian helmet"
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desc = "Smoothly contoured and polished to a shine. Still looks like a fishbowl."
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armor = list(melee = 20, bullet = 20, laser = 50,energy = 50, bomb = 50, bio = 100, rad = 100)
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armor = list(melee = 20, bullet = 20, laser = 20, energy = 50, bomb = 50, bio = 100, rad = 50)
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max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
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species_restricted = list("Skrell","Human")
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@@ -15,7 +15,7 @@
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/obj/item/clothing/suit/space/skrell
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name = "Skrellian voidsuit"
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desc = "Seems like a wetsuit with reinforced plating seamlessly attached to it. Very chic."
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armor = list(melee = 20, bullet = 20, laser = 50,energy = 50, bomb = 50, bio = 100, rad = 100)
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armor = list(melee = 20, bullet = 20, laser = 20, energy = 50, bomb = 50, bio = 100, rad = 50)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
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@@ -35,14 +35,14 @@
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
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phoronproof = 1
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slowdown = 2
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armor = list(melee = 60, bullet = 50, laser = 40,energy = 15, bomb = 30, bio = 30, rad = 30)
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armor = list(melee = 60, bullet = 50, laser = 40,energy = 15, bomb = 30, bio = 100, rad = 50)
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siemens_coefficient = 0.2
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
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species_restricted = list("Vox")
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/obj/item/clothing/head/helmet/space/vox
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armor = list(melee = 60, bullet = 50, laser = 40, energy = 15, bomb = 30, bio = 30, rad = 30)
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armor = list(melee = 60, bullet = 50, laser = 40, energy = 15, bomb = 30, bio = 100, rad = 50)
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siemens_coefficient = 0.2
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item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT | PHORONGUARD
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flags_inv = 0
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@@ -149,17 +149,19 @@
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/obj/item/rig_module/chem_dispenser/ninja
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interface_desc = "Dispenses loaded chemicals directly into the wearer's bloodstream. This variant is made to be extremely light and flexible."
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//just over a syringe worth of each. Want more? Go refill. Gives the ninja another reason to have to show their face.
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//Want more? Go refill. Gives the ninja another reason to have to show their face.
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charges = list(
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list("tricordrazine", "tricordrazine", 0, 20),
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list("tramadol", "tramadol", 0, 20),
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list("dexalin plus", "dexalinp", 0, 20),
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list("antibiotics", "spaceacillin", 0, 20),
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list("antitoxins", "anti_toxin", 0, 20),
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list("nutrients", "glucose", 0, 80),
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list("clotting agent", "myelamine", 0, 80),
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list("hyronalin", "hyronalin", 0, 20),
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list("radium", "radium", 0, 20)
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list("tricordrazine", "tricordrazine", 0, 30),
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list("tramadol", "tramadol", 0, 30),
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list("dexalin plus", "dexalinp", 0, 30),
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list("antibiotics", "spaceacillin", 0, 30),
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list("antitoxins", "anti_toxin", 0, 60),
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list("nutrients", "glucose", 0, 80),
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list("bicaridine", "bicaridine", 0, 30),
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list("clotting agent", "myelamine", 0, 30),
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list("peridaxon", "peridaxon", 0, 30),
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list("hyronalin", "hyronalin", 0, 30),
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list("radium", "radium", 0, 30)
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)
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/obj/item/rig_module/chem_dispenser/accepts_item(var/obj/item/input_item, var/mob/living/user)
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@@ -45,7 +45,7 @@
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desc = "This metal box writhes and squirms as if it were alive..."
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suit_type = "alien"
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icon_state = "vox_rig"
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armor = list(melee = 60, bullet = 50, laser = 40, energy = 15, bomb = 30, bio = 30, rad = 30)
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armor = list(melee = 60, bullet = 50, laser = 40, energy = 15, bomb = 30, bio = 100, rad = 50)
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item_flags = THICKMATERIAL
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siemens_coefficient = 0.2
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phoronproof = 1
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@@ -88,7 +88,7 @@
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/obj/item/weapon/rig/vox/carapace
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name = "dense alien control module"
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suit_type = "dense alien"
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armor = list(melee = 60, bullet = 50, laser = 40, energy = 15, bomb = 30, bio = 30, rad = 30)
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armor = list(melee = 60, bullet = 50, laser = 40, energy = 15, bomb = 30, bio = 100, rad = 50)
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emp_protection = 40 //change this to 30 if too high.
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phoronproof = 1
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@@ -109,7 +109,7 @@
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name = "sinister alien control module"
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suit_type = "sinister alien"
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icon_state = "voxstealth_rig"
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armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100)
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armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 50)
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emp_protection = 40 //change this to 30 if too high.
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phoronproof = 1
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@@ -93,7 +93,7 @@
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/obj/item/rig_module/vision,
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/obj/item/rig_module/voice,
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/obj/item/rig_module/fabricator/energy_net,
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/obj/item/rig_module/chem_dispenser,
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/obj/item/rig_module/chem_dispenser/ninja,
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/obj/item/rig_module/grenade_launcher,
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/obj/item/rig_module/ai_container,
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/obj/item/rig_module/power_sink,
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@@ -296,11 +296,7 @@
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// Handle light requirements.
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if(!light_supplied)
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var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in current_turf
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if(L)
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light_supplied = max(0,min(10,L.lum_r + L.lum_g + L.lum_b)-5)
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else
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light_supplied = 5
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light_supplied = current_turf.get_lumcount() * 5
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if(light_supplied)
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if(abs(light_supplied - get_trait(TRAIT_IDEAL_LIGHT)) > get_trait(TRAIT_LIGHT_TOLERANCE))
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health_change += rand(1,3) * HYDRO_SPEED_MULTIPLIER
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@@ -192,7 +192,7 @@
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if(growth>2 && growth == max_growth)
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layer = 5
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opacity = 1
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set_opacity(1)
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if(!isnull(seed.chems["woodpulp"]))
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density = 1
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else
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@@ -625,12 +625,7 @@
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if(closed_system && mechanical)
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light_string = "that the internal lights are set to [tray_light] lumens"
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else
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var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T
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var/light_available
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if(L)
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light_available = max(0,min(10,L.lum_r + L.lum_g + L.lum_b)-5)
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else
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light_available = 5
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var/light_available = T.get_lumcount() * 5
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light_string = "a light level of [light_available] lumens"
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usr << "The tray's sensor suite is reporting [light_string] and a temperature of [environment.temperature]K at [environment.return_pressure()] kPa in the [environment_type] environment"
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@@ -21,11 +21,8 @@
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var/max_power = 1
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/obj/item/integrated_circuit/passive/power/solar_cell/make_energy()
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var/atom/movable/lighting_overlay/light = locate(/atom/movable/lighting_overlay) in get_turf(src)
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var/light_amount = 1 // Unsimulated tiles are pretend-lit, so we need to be pretend too if that somehow happens.
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if(light)
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light_amount = (light.lum_r + light.lum_g + light.lum_b) / 3
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var/turf/T = get_turf(src)
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var/light_amount = T ? T.get_lumcount() : 0
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var/adjusted_power = max(max_power * light_amount, 0)
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adjusted_power = round(adjusted_power, 0.1)
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if(adjusted_power)
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@@ -14,9 +14,9 @@ Changes from tg DAL:
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- light_range; range in tiles of the light, used for calculating falloff,
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- light_power; multiplier for the brightness of lights,
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- light_color; hex string representing the RGB colour of the light.
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- SetLuminosity() is now set_light() and takes the three variables above.
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- setLuminousity() is now set_light() and takes the three variables above.
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- Variables can be left as null to not update them.
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||||
- SetOpacity() is now set_opacity().
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- set_opacity() is now set_opacity().
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- Areas have luminosity set to 1 permanently, no hard-lighting.
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- Objects inside other objects can have lights and they properly affect the turf. (flashlights)
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- area/master and area/list/related have been eviscerated since subareas aren't needed.
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@@ -51,7 +51,7 @@ turf: (lighting_turf.dm)
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- proc/lighting_clear_overlays():
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- Delete (manual GC) all light overlays on this turf, used when changing turf to space
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- proc/lighting_build_overlays():
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- Create lighting overlays for this turf. Called by ChangeTurf in case the turf is being changed to use dynamic lighting.
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- Create lighting overlays for this turf
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atom/movable/lighting_overlay: (lighting_overlay.dm)
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@@ -64,4 +64,4 @@ atom/movable/lighting_overlay: (lighting_overlay.dm)
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- Change the lumcount vars and queue the overlay for update
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- proc/update_overlay()
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- Called by the lighting process to update the color of the overlay
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||||
*/
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||||
*/
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@@ -1,9 +0,0 @@
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||||
#define LIGHTING_INTERVAL 5 // frequency, in 1/10ths of a second, of the lighting process
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||||
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||||
#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square
|
||||
#define LIGHTING_LAMBERTIAN 1 // use lambertian shading for light sources
|
||||
#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
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#define LIGHTING_ROUND_VALUE (1 / 128) //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
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|
||||
#define LIGHTING_LAYER 10 // drawing layer for lighting overlays
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#define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects
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@@ -1,300 +0,0 @@
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//So much copypasta in this file, supposedly in the name of performance. If you change anything make sure to consider other places where the code may have been copied.
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|
||||
/datum/light_source
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var/atom/top_atom
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var/atom/source_atom
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||||
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||||
var/turf/source_turf
|
||||
var/light_power
|
||||
var/light_range
|
||||
var/light_color // string, decomposed by parse_light_color()
|
||||
|
||||
var/lum_r
|
||||
var/lum_g
|
||||
var/lum_b
|
||||
|
||||
//hold onto the actual applied lum values so we can undo them when the lighting changes
|
||||
var/tmp/applied_lum_r
|
||||
var/tmp/applied_lum_g
|
||||
var/tmp/applied_lum_b
|
||||
|
||||
var/list/effect_str
|
||||
var/list/effect_turf
|
||||
|
||||
var/applied
|
||||
|
||||
var/vis_update //Whetever we should smartly recalculate visibility. and then only update tiles that became (in) visible to us
|
||||
var/needs_update
|
||||
var/destroyed
|
||||
var/force_update
|
||||
|
||||
/datum/light_source/New(atom/owner, atom/top)
|
||||
source_atom = owner
|
||||
if(!source_atom.light_sources) source_atom.light_sources = list()
|
||||
source_atom.light_sources += src
|
||||
top_atom = top
|
||||
if(top_atom != source_atom)
|
||||
if(!top.light_sources) top.light_sources = list()
|
||||
top_atom.light_sources += src
|
||||
|
||||
source_turf = top_atom
|
||||
light_power = source_atom.light_power
|
||||
light_range = source_atom.light_range
|
||||
light_color = source_atom.light_color
|
||||
|
||||
parse_light_color()
|
||||
|
||||
effect_str = list()
|
||||
effect_turf = list()
|
||||
|
||||
update()
|
||||
|
||||
return ..()
|
||||
|
||||
/datum/light_source/proc/destroy()
|
||||
destroyed = 1
|
||||
force_update()
|
||||
if(source_atom && source_atom.light_sources) source_atom.light_sources -= src
|
||||
if(top_atom && top_atom.light_sources) top_atom.light_sources -= src
|
||||
|
||||
/datum/light_source/proc/update(atom/new_top_atom)
|
||||
if(new_top_atom && new_top_atom != top_atom)
|
||||
if(top_atom != source_atom) top_atom.light_sources -= src
|
||||
top_atom = new_top_atom
|
||||
if(top_atom != source_atom)
|
||||
if(!top_atom.light_sources) top_atom.light_sources = list()
|
||||
top_atom.light_sources += src
|
||||
|
||||
if(!needs_update) //Incase we're already updating either way.
|
||||
lighting_update_lights += src
|
||||
needs_update = 1
|
||||
|
||||
/datum/light_source/proc/force_update()
|
||||
force_update = 1
|
||||
if(!needs_update) //Incase we're already updating either way.
|
||||
needs_update = 1
|
||||
lighting_update_lights += src
|
||||
|
||||
/datum/light_source/proc/vis_update()
|
||||
if(!needs_update)
|
||||
needs_update = 1
|
||||
lighting_update_lights += src
|
||||
|
||||
vis_update = 1
|
||||
|
||||
/datum/light_source/proc/check()
|
||||
if(!source_atom || !light_range || !light_power)
|
||||
destroy()
|
||||
return 1
|
||||
|
||||
if(!top_atom)
|
||||
top_atom = source_atom
|
||||
. = 1
|
||||
|
||||
if(istype(top_atom, /turf))
|
||||
if(source_turf != top_atom)
|
||||
source_turf = top_atom
|
||||
. = 1
|
||||
else if(top_atom.loc != source_turf)
|
||||
source_turf = top_atom.loc
|
||||
. = 1
|
||||
|
||||
if(source_atom.light_power != light_power)
|
||||
light_power = source_atom.light_power
|
||||
. = 1
|
||||
|
||||
if(source_atom.light_range != light_range)
|
||||
light_range = source_atom.light_range
|
||||
. = 1
|
||||
|
||||
if(light_range && light_power && !applied)
|
||||
. = 1
|
||||
|
||||
if(source_atom.light_color != light_color)
|
||||
light_color = source_atom.light_color
|
||||
parse_light_color()
|
||||
. = 1
|
||||
|
||||
/datum/light_source/proc/parse_light_color()
|
||||
if(light_color)
|
||||
lum_r = GetRedPart(light_color) / 255
|
||||
lum_g = GetGreenPart(light_color) / 255
|
||||
lum_b = GetBluePart(light_color) / 255
|
||||
else
|
||||
lum_r = 1
|
||||
lum_g = 1
|
||||
lum_b = 1
|
||||
|
||||
#if LIGHTING_FALLOFF == 1 //circular
|
||||
#define LUM_DISTANCE(swapvar, O, T) swapvar = (O.x - T.x)**2 + (O.y - T.y)**2 + LIGHTING_HEIGHT
|
||||
#if LIGHTING_LAMBERTIAN == 1
|
||||
#define LUM_ATTENUATION(swapvar) swapvar = CLAMP01((1 - CLAMP01(sqrt(swapvar) / max(1,light_range))) * (1 / sqrt(swapvar + 1)))
|
||||
#else
|
||||
#define LUM_ATTENUATION(swapvar) swapvar = 1 - CLAMP01(sqrt(swapvar) / max(1,light_range))
|
||||
#endif
|
||||
#elif LIGHTING_FALLOFF == 2 //square
|
||||
#define LUM_DISTANCE(swapvar, O, T) swapvar = abs(O.x - T.x) + abs(O.y - T.y) + LIGHTING_HEIGHT
|
||||
#if LIGHTING_LAMBERTIAN == 1
|
||||
#define LUM_ATTENUATION(swapvar) swapvar = CLAMP01((1 - CLAMP01(swapvar / max(1,light_range))) * (1 / sqrt(swapvar**2 + 1)))
|
||||
#else
|
||||
#define LUM_ATTENUATION(swapvar) swapvar = CLAMP01(swapvar / max(1,light_range))
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#define LUM_FALLOFF(swapvar, O, T) \
|
||||
LUM_DISTANCE(swapvar, O, T); \
|
||||
LUM_ATTENUATION(swapvar);
|
||||
|
||||
/datum/light_source/proc/apply_lum()
|
||||
applied = 1
|
||||
|
||||
//Keep track of the last applied lum values so that the lighting can be reversed
|
||||
applied_lum_r = lum_r
|
||||
applied_lum_g = lum_g
|
||||
applied_lum_b = lum_b
|
||||
|
||||
if(istype(source_turf))
|
||||
FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
|
||||
if(T.lighting_overlay)
|
||||
var/strength
|
||||
LUM_FALLOFF(strength, T, source_turf)
|
||||
strength *= light_power
|
||||
|
||||
if(!strength) //Don't add turfs that aren't affected to the affected turfs.
|
||||
continue
|
||||
|
||||
strength = round(strength, LIGHTING_ROUND_VALUE) //Screw sinking points.
|
||||
|
||||
effect_str += strength
|
||||
|
||||
T.lighting_overlay.update_lumcount(
|
||||
applied_lum_r * strength,
|
||||
applied_lum_g * strength,
|
||||
applied_lum_b * strength
|
||||
)
|
||||
|
||||
else
|
||||
effect_str += 0
|
||||
|
||||
if(!T.affecting_lights)
|
||||
T.affecting_lights = list()
|
||||
|
||||
T.affecting_lights += src
|
||||
effect_turf += T
|
||||
END_FOR_DVIEW
|
||||
|
||||
/datum/light_source/proc/remove_lum()
|
||||
applied = 0
|
||||
var/i = 1
|
||||
for(var/turf/T in effect_turf)
|
||||
if(T.affecting_lights)
|
||||
T.affecting_lights -= src
|
||||
|
||||
if(T.lighting_overlay)
|
||||
var/str = effect_str[i]
|
||||
T.lighting_overlay.update_lumcount(
|
||||
-str * applied_lum_r,
|
||||
-str * applied_lum_g,
|
||||
-str * applied_lum_b
|
||||
)
|
||||
|
||||
i++
|
||||
|
||||
effect_str.Cut()
|
||||
effect_turf.Cut()
|
||||
|
||||
//Smartly updates the lighting, only removes lum from and adds lum to turfs that actually got changed.
|
||||
//This is for lights that need to reconsider due to nearby opacity changes.
|
||||
//Stupid dumb copy pasta because BYOND and speed.
|
||||
/datum/light_source/proc/smart_vis_update()
|
||||
var/list/view[0]
|
||||
FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
|
||||
view += T //Filter out turfs.
|
||||
END_FOR_DVIEW
|
||||
//This is the part where we calculate new turfs (if any)
|
||||
var/list/new_turfs = view - effect_turf //This will result with all the tiles that are added.
|
||||
for(var/turf/T in new_turfs)
|
||||
if(T.lighting_overlay)
|
||||
LUM_FALLOFF(., T, source_turf)
|
||||
. *= light_power
|
||||
|
||||
if(!.) //Don't add turfs that aren't affected to the affected turfs.
|
||||
continue
|
||||
|
||||
. = round(., LIGHTING_ROUND_VALUE)
|
||||
|
||||
effect_str += .
|
||||
|
||||
T.lighting_overlay.update_lumcount(
|
||||
applied_lum_r * .,
|
||||
applied_lum_g * .,
|
||||
applied_lum_b * .
|
||||
)
|
||||
|
||||
else
|
||||
effect_str += 0
|
||||
|
||||
if(!T.affecting_lights)
|
||||
T.affecting_lights = list()
|
||||
|
||||
T.affecting_lights += src
|
||||
effect_turf += T
|
||||
|
||||
var/list/old_turfs = effect_turf - view
|
||||
for(var/turf/T in old_turfs)
|
||||
//Insert not-so-huge copy paste from remove_lum().
|
||||
var/idx = effect_turf.Find(T) //Get the index, luckily Find() is cheap in small lists like this. (with small I mean under a couple thousand len)
|
||||
if(T.affecting_lights)
|
||||
T.affecting_lights -= src
|
||||
|
||||
if(T.lighting_overlay)
|
||||
var/str = effect_str[idx]
|
||||
T.lighting_overlay.update_lumcount(-str * applied_lum_r, -str * applied_lum_g, -str * applied_lum_b)
|
||||
|
||||
effect_turf.Cut(idx, idx + 1)
|
||||
effect_str.Cut(idx, idx + 1)
|
||||
|
||||
//Whoop yet not another copy pasta because speed ~~~~BYOND.
|
||||
//Calculates and applies lighting for a single turf. This is intended for when a turf switches to
|
||||
//using dynamic lighting when it was not doing so previously (when constructing a floor on space, for example).
|
||||
//Assumes the turf is visible and such.
|
||||
//For the love of god don't call this proc when it's not needed! Lighting artifacts WILL happen!
|
||||
/datum/light_source/proc/calc_turf(var/turf/T)
|
||||
var/idx = effect_turf.Find(T)
|
||||
if(!idx)
|
||||
return //WHY.
|
||||
|
||||
if(T.lighting_overlay)
|
||||
#if LIGHTING_FALLOFF == 1 // circular
|
||||
. = (T.lighting_overlay.x - source_turf.x)**2 + (T.lighting_overlay.y - source_turf.y)**2 + LIGHTING_HEIGHT
|
||||
#if LIGHTING_LAMBERTIAN == 1
|
||||
. = CLAMP01((1 - CLAMP01(sqrt(.) / light_range)) * (1 / (sqrt(. + 1))))
|
||||
#else
|
||||
. = 1 - CLAMP01(sqrt(.) / light_range)
|
||||
#endif
|
||||
|
||||
#elif LIGHTING_FALLOFF == 2 // square
|
||||
. = abs(T.lighting_overlay.x - source_turf.x) + abs(T.lighting_overlay.y - source_turf.y) + LIGHTING_HEIGHT
|
||||
#if LIGHTING_LAMBERTIAN == 1
|
||||
. = CLAMP01((1 - CLAMP01(. / light_range)) * (1 / (sqrt(.)**2 + )))
|
||||
#else
|
||||
. = 1 - CLAMP01(. / light_range)
|
||||
#endif
|
||||
#endif
|
||||
. *= light_power
|
||||
|
||||
. = round(., LIGHTING_ROUND_VALUE)
|
||||
|
||||
effect_str[idx] = .
|
||||
|
||||
//Since the applied_lum values are what are (later) removed by remove_lum.
|
||||
//Anything we apply to the lighting overlays HAS to match what remove_lum uses.
|
||||
T.lighting_overlay.update_lumcount(
|
||||
applied_lum_r * .,
|
||||
applied_lum_g * .,
|
||||
applied_lum_b * .
|
||||
)
|
||||
|
||||
#undef LUM_FALLOFF
|
||||
#undef LUM_DISTANCE
|
||||
#undef LUM_ATTENUATION
|
||||
@@ -0,0 +1,9 @@
|
||||
/area
|
||||
luminosity = TRUE
|
||||
var/dynamic_lighting = TRUE
|
||||
|
||||
/area/New()
|
||||
. = ..()
|
||||
|
||||
if(dynamic_lighting)
|
||||
luminosity = FALSE
|
||||
@@ -1,12 +1,14 @@
|
||||
/atom
|
||||
var/light_power = 1 // intensity of the light
|
||||
var/light_range = 0 // range in tiles of the light
|
||||
var/light_color // RGB string representing the colour of the light
|
||||
var/light_color // Hexadecimal RGB string representing the colour of the light
|
||||
|
||||
var/datum/light_source/light
|
||||
var/list/light_sources
|
||||
|
||||
/atom/proc/set_light(l_range, l_power, l_color)
|
||||
// Nonsensical value for l_color default, so we can detect if it gets set to null.
|
||||
#define NONSENSICAL_VALUE -99999
|
||||
/atom/proc/set_light(l_range, l_power, l_color = NONSENSICAL_VALUE)
|
||||
. = 0 //make it less costly if nothing's changed
|
||||
|
||||
if(l_power != null && l_power != light_power)
|
||||
@@ -15,16 +17,17 @@
|
||||
if(l_range != null && l_range != light_range)
|
||||
light_range = l_range
|
||||
. = 1
|
||||
if(l_color != null && l_color != light_color)
|
||||
if(l_color != NONSENSICAL_VALUE && l_color != light_color)
|
||||
light_color = l_color
|
||||
. = 1
|
||||
|
||||
if(.) update_light()
|
||||
|
||||
/atom/proc/copy_light(atom/A)
|
||||
set_light(A.light_range, A.light_power, A.light_color)
|
||||
#undef NONSENSICAL_VALUE
|
||||
|
||||
/atom/proc/update_light()
|
||||
set waitfor = FALSE
|
||||
|
||||
if(!light_power || !light_range)
|
||||
if(light)
|
||||
light.destroy()
|
||||
@@ -42,9 +45,14 @@
|
||||
|
||||
/atom/New()
|
||||
. = ..()
|
||||
|
||||
if(light_power && light_range)
|
||||
update_light()
|
||||
|
||||
if(opacity && isturf(loc))
|
||||
var/turf/T = loc
|
||||
T.has_opaque_atom = TRUE // No need to recalculate it in this case, it's guranteed to be on afterwards anyways.
|
||||
|
||||
/atom/Destroy()
|
||||
if(light)
|
||||
light.destroy()
|
||||
@@ -57,19 +65,38 @@
|
||||
T.reconsider_lights()
|
||||
return ..()
|
||||
|
||||
/atom/Entered(atom/movable/obj, atom/prev_loc)
|
||||
/atom/movable/Move()
|
||||
var/turf/old_loc = loc
|
||||
. = ..()
|
||||
|
||||
if(obj && prev_loc != src)
|
||||
for(var/datum/light_source/L in obj.light_sources)
|
||||
if(loc != old_loc)
|
||||
for(var/datum/light_source/L in light_sources)
|
||||
L.source_atom.update_light()
|
||||
|
||||
var/turf/new_loc = loc
|
||||
if(istype(old_loc) && opacity)
|
||||
old_loc.reconsider_lights()
|
||||
|
||||
if(istype(new_loc) && opacity)
|
||||
new_loc.reconsider_lights()
|
||||
|
||||
/atom/proc/set_opacity(new_opacity)
|
||||
var/old_opacity = opacity
|
||||
if(new_opacity == opacity)
|
||||
return
|
||||
|
||||
opacity = new_opacity
|
||||
var/turf/T = loc
|
||||
if(old_opacity != new_opacity && istype(T))
|
||||
var/turf/T = isturf(src) ? src : loc
|
||||
if(!isturf(T))
|
||||
return
|
||||
|
||||
if(new_opacity == TRUE)
|
||||
T.has_opaque_atom = TRUE
|
||||
T.reconsider_lights()
|
||||
else
|
||||
var/old_has_opaque_atom = T.has_opaque_atom
|
||||
T.recalc_atom_opacity()
|
||||
if(old_has_opaque_atom != T.has_opaque_atom)
|
||||
T.reconsider_lights()
|
||||
|
||||
/obj/item/equipped()
|
||||
. = ..()
|
||||
|
||||
@@ -0,0 +1,133 @@
|
||||
/var/total_lighting_corners = 0
|
||||
/var/datum/lighting_corner/dummy/dummy_lighting_corner = new
|
||||
// Because we can control each corner of every lighting overlay.
|
||||
// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
|
||||
// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
|
||||
|
||||
// This list is what the code that assigns corners listens to, the order in this list is the order in which corners are added to the /turf/corners list.
|
||||
/var/list/LIGHTING_CORNER_DIAGONAL = list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST)
|
||||
|
||||
/datum/lighting_corner
|
||||
var/list/turf/masters = list()
|
||||
var/list/datum/light_source/affecting = list() // Light sources affecting us.
|
||||
var/active = FALSE // TRUE if one of our masters has dynamic lighting.
|
||||
|
||||
var/x = 0
|
||||
var/y = 0
|
||||
var/z = 0
|
||||
|
||||
var/lum_r = 0
|
||||
var/lum_g = 0
|
||||
var/lum_b = 0
|
||||
|
||||
var/needs_update = FALSE
|
||||
|
||||
var/cache_r = LIGHTING_SOFT_THRESHOLD
|
||||
var/cache_g = LIGHTING_SOFT_THRESHOLD
|
||||
var/cache_b = LIGHTING_SOFT_THRESHOLD
|
||||
var/cache_mx = 0
|
||||
|
||||
var/update_gen = 0
|
||||
|
||||
/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
|
||||
. = ..()
|
||||
|
||||
total_lighting_corners++
|
||||
|
||||
masters[new_turf] = turn(diagonal, 180)
|
||||
z = new_turf.z
|
||||
|
||||
var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
|
||||
var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one.
|
||||
|
||||
x = new_turf.x + (horizontal == EAST ? 0.5 : -0.5)
|
||||
y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5)
|
||||
|
||||
// My initial plan was to make this loop through a list of all the dirs (horizontal, vertical, diagonal).
|
||||
// Issue being that the only way I could think of doing it was very messy, slow and honestly overengineered.
|
||||
// So we'll have this hardcode instead.
|
||||
var/turf/T
|
||||
var/i
|
||||
|
||||
// Diagonal one is easy.
|
||||
T = get_step(new_turf, diagonal)
|
||||
if (T) // In case we're on the map's border.
|
||||
if (!T.corners)
|
||||
T.corners = list(null, null, null, null)
|
||||
|
||||
masters[T] = diagonal
|
||||
i = LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180))
|
||||
T.corners[i] = src
|
||||
|
||||
// Now the horizontal one.
|
||||
T = get_step(new_turf, horizontal)
|
||||
if (T) // Ditto.
|
||||
if (!T.corners)
|
||||
T.corners = list(null, null, null, null)
|
||||
|
||||
masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
|
||||
i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
|
||||
T.corners[i] = src
|
||||
|
||||
// And finally the vertical one.
|
||||
T = get_step(new_turf, vertical)
|
||||
if (T)
|
||||
if (!T.corners)
|
||||
T.corners = list(null, null, null, null)
|
||||
|
||||
masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
|
||||
i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
|
||||
T.corners[i] = src
|
||||
|
||||
update_active()
|
||||
|
||||
/datum/lighting_corner/proc/update_active()
|
||||
active = FALSE
|
||||
for (var/turf/T in masters)
|
||||
if (T.lighting_overlay)
|
||||
active = TRUE
|
||||
|
||||
// God that was a mess, now to do the rest of the corner code! Hooray!
|
||||
/datum/lighting_corner/proc/update_lumcount(var/delta_r, var/delta_g, var/delta_b)
|
||||
lum_r += delta_r
|
||||
lum_g += delta_g
|
||||
lum_b += delta_b
|
||||
|
||||
if (!needs_update)
|
||||
needs_update = TRUE
|
||||
lighting_update_corners += src
|
||||
|
||||
/datum/lighting_corner/proc/update_overlays()
|
||||
// Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually.
|
||||
var/lum_r = src.lum_r
|
||||
var/lum_g = src.lum_g
|
||||
var/lum_b = src.lum_b
|
||||
var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1.
|
||||
. = 1 // factor
|
||||
if (mx > 1)
|
||||
. = 1 / mx
|
||||
|
||||
#if LIGHTING_SOFT_THRESHOLD != 0
|
||||
else if (mx < LIGHTING_SOFT_THRESHOLD)
|
||||
. = 0 // 0 means soft lighting.
|
||||
|
||||
cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
|
||||
cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
|
||||
cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
|
||||
#else
|
||||
cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE)
|
||||
cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
|
||||
cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
|
||||
#endif
|
||||
cache_mx = round(mx, LIGHTING_ROUND_VALUE)
|
||||
|
||||
for (var/TT in masters)
|
||||
var/turf/T = TT
|
||||
if (T.lighting_overlay)
|
||||
if (!T.lighting_overlay.needs_update)
|
||||
T.lighting_overlay.needs_update = TRUE
|
||||
lighting_update_overlays += T.lighting_overlay
|
||||
|
||||
|
||||
/datum/lighting_corner/dummy/New()
|
||||
return
|
||||
@@ -1,102 +1,125 @@
|
||||
/var/total_lighting_overlays = 0
|
||||
/atom/movable/lighting_overlay
|
||||
name = ""
|
||||
mouse_opacity = 0
|
||||
simulated = 0
|
||||
anchored = 1
|
||||
|
||||
icon = LIGHTING_ICON
|
||||
icon_state = "light1"
|
||||
layer = LIGHTING_LAYER
|
||||
invisibility = INVISIBILITY_LIGHTING
|
||||
color = "#000000"
|
||||
color = LIGHTING_BASE_MATRIX
|
||||
icon_state = "light1"
|
||||
auto_init = 0 // doesn't need special init
|
||||
blend_mode = BLEND_MULTIPLY
|
||||
|
||||
var/lum_r
|
||||
var/lum_g
|
||||
var/lum_b
|
||||
var/lum_r = 0
|
||||
var/lum_g = 0
|
||||
var/lum_b = 0
|
||||
|
||||
var/needs_update
|
||||
var/needs_update = FALSE
|
||||
|
||||
/atom/movable/lighting_overlay/New()
|
||||
/atom/movable/lighting_overlay/New(var/atom/loc, var/no_update = FALSE)
|
||||
. = ..()
|
||||
verbs.Cut()
|
||||
total_lighting_overlays++
|
||||
|
||||
var/turf/T = loc //If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
|
||||
var/turf/T = loc //If this runtimes atleast we'll know what's creating overlays outside of turfs.
|
||||
T.lighting_overlay = src
|
||||
T.luminosity = 0
|
||||
|
||||
/atom/movable/lighting_overlay/proc/update_lumcount(delta_r, delta_g, delta_b)
|
||||
if(!delta_r && !delta_g && !delta_b) //Nothing is being changed all together.
|
||||
if(no_update)
|
||||
return
|
||||
|
||||
var/should_update = 0
|
||||
|
||||
if(!needs_update) //If this isn't true, we're already updating anyways.
|
||||
if(max(lum_r, lum_g, lum_b) < 1) //Any change that could happen WILL change appearance.
|
||||
should_update = 1
|
||||
|
||||
else if(max(lum_r + delta_r, lum_g + delta_g, lum_b + delta_b) < 1) //The change would bring us under 1 max lum, again, guaranteed to change appearance.
|
||||
should_update = 1
|
||||
|
||||
else //We need to make sure that the colour ratios won't change in this code block.
|
||||
var/mx1 = max(lum_r, lum_g, lum_b)
|
||||
var/mx2 = max(lum_r + delta_r, lum_g + delta_g, lum_b + delta_b)
|
||||
|
||||
if(lum_r / mx1 != (lum_r + delta_r) / mx2 || lum_g / mx1 != (lum_g + delta_g) / mx2 || lum_b / mx1 != (lum_b + delta_b) / mx2) //Stuff would change.
|
||||
should_update = 1
|
||||
|
||||
lum_r += delta_r
|
||||
lum_g += delta_g
|
||||
lum_b += delta_b
|
||||
|
||||
if(!needs_update && should_update)
|
||||
needs_update = 1
|
||||
lighting_update_overlays += src
|
||||
update_overlay()
|
||||
|
||||
/atom/movable/lighting_overlay/proc/update_overlay()
|
||||
set waitfor = FALSE
|
||||
var/turf/T = loc
|
||||
|
||||
if(istype(T)) //Incase we're not on a turf, pool ourselves, something happened.
|
||||
if(lum_r == lum_g && lum_r == lum_b) //greyscale
|
||||
blend_mode = BLEND_OVERLAY
|
||||
if(lum_r <= 0)
|
||||
T.luminosity = 0
|
||||
color = "#000000"
|
||||
alpha = 255
|
||||
else
|
||||
T.luminosity = 1
|
||||
color = "#000000"
|
||||
alpha = (1 - min(lum_r, 1)) * 255
|
||||
if(!istype(T))
|
||||
if(loc)
|
||||
log_debug("A lighting overlay realised its loc was NOT a turf (actual loc: [loc][loc ? ", " + loc.type : "null"]) in update_overlay() and got qdel'ed!")
|
||||
else
|
||||
alpha = 255
|
||||
var/mx = max(lum_r, lum_g, lum_b)
|
||||
. = 1 // factor
|
||||
if(mx > 1)
|
||||
. = 1/mx
|
||||
blend_mode = BLEND_MULTIPLY
|
||||
color = rgb(lum_r * 255 * ., lum_g * 255 * ., lum_b * 255 * .)
|
||||
if(color != "#000000")
|
||||
T.luminosity = 1
|
||||
else //No light, set the turf's luminosity to 0 to remove it from view()
|
||||
T.luminosity = 0
|
||||
else
|
||||
warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc][loc ? ", " + loc.type : ""]) in update_overlay() and got pooled!")
|
||||
log_debug("A lighting overlay realised it was in nullspace in update_overlay() and got pooled!")
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/atom/movable/lighting_overlay/ResetVars()
|
||||
loc = null
|
||||
// To the future coder who sees this and thinks
|
||||
// "Why didn't he just use a loop?"
|
||||
// Well my man, it's because the loop performed like shit.
|
||||
// And there's no way to improve it because
|
||||
// without a loop you can make the list all at once which is the fastest you're gonna get.
|
||||
// Oh it's also shorter line wise.
|
||||
// Including with these comments.
|
||||
|
||||
lum_r = 0
|
||||
lum_g = 0
|
||||
lum_b = 0
|
||||
// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
|
||||
// No I seriously cannot think of a more efficient method, fuck off Comic.
|
||||
var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner
|
||||
var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner
|
||||
var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner
|
||||
var/datum/lighting_corner/ca = T.corners[1] || dummy_lighting_corner
|
||||
|
||||
color = "#000000"
|
||||
var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
|
||||
|
||||
needs_update = 0
|
||||
var/rr = cr.cache_r
|
||||
var/rg = cr.cache_g
|
||||
var/rb = cr.cache_b
|
||||
|
||||
var/gr = cg.cache_r
|
||||
var/gg = cg.cache_g
|
||||
var/gb = cg.cache_b
|
||||
|
||||
var/br = cb.cache_r
|
||||
var/bg = cb.cache_g
|
||||
var/bb = cb.cache_b
|
||||
|
||||
var/ar = ca.cache_r
|
||||
var/ag = ca.cache_g
|
||||
var/ab = ca.cache_b
|
||||
|
||||
#if LIGHTING_SOFT_THRESHOLD != 0
|
||||
var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
|
||||
#else
|
||||
// Because of floating points, it won't even be a flat 0.
|
||||
// This number is mostly arbitrary.
|
||||
var/set_luminosity = max > 1e-6
|
||||
#endif
|
||||
|
||||
if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
|
||||
//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
|
||||
icon_state = "transparent"
|
||||
color = null
|
||||
else if(!set_luminosity)
|
||||
icon_state = LIGHTING_ICON_STATE_DARK
|
||||
color = null
|
||||
else
|
||||
icon_state = null
|
||||
color = list(
|
||||
rr, rg, rb, 00,
|
||||
gr, gg, gb, 00,
|
||||
br, bg, bb, 00,
|
||||
ar, ag, ab, 00,
|
||||
00, 00, 00, 01
|
||||
)
|
||||
|
||||
luminosity = set_luminosity
|
||||
|
||||
// Variety of overrides so the overlays don't get affected by weird things.
|
||||
/atom/movable/lighting_overlay/ex_act()
|
||||
return
|
||||
|
||||
/atom/movable/lighting_overlay/singularity_act()
|
||||
return
|
||||
|
||||
/atom/movable/lighting_overlay/singularity_pull()
|
||||
return
|
||||
|
||||
/atom/movable/lighting_overlay/Destroy()
|
||||
lighting_update_overlays -= src
|
||||
total_lighting_overlays--
|
||||
global.lighting_update_overlays -= src
|
||||
global.lighting_update_overlays_old -= src
|
||||
|
||||
var/turf/T = loc
|
||||
if(istype(T))
|
||||
T.lighting_overlay = null
|
||||
|
||||
..()
|
||||
T.luminosity = 1
|
||||
|
||||
return ..()
|
||||
|
||||
@@ -1,35 +0,0 @@
|
||||
/datum/controller/process/lighting/setup()
|
||||
name = "lighting"
|
||||
schedule_interval = LIGHTING_INTERVAL
|
||||
|
||||
create_lighting_overlays()
|
||||
|
||||
/datum/controller/process/lighting/doWork()
|
||||
var/list/lighting_update_lights_old = lighting_update_lights //We use a different list so any additions to the update lists during a delay from scheck() don't cause things to be cut from the list without being updated.
|
||||
lighting_update_lights = null //Nulling it first because of http://www.byond.com/forum/?post=1854520
|
||||
lighting_update_lights = list()
|
||||
|
||||
for(var/datum/light_source/L in lighting_update_lights_old)
|
||||
if(L.destroyed || L.check() || L.force_update)
|
||||
L.remove_lum()
|
||||
if(!L.destroyed)
|
||||
L.apply_lum()
|
||||
|
||||
else if(L.vis_update) //We smartly update only tiles that became (in) visible to use.
|
||||
L.smart_vis_update()
|
||||
|
||||
L.vis_update = 0
|
||||
L.force_update = 0
|
||||
L.needs_update = 0
|
||||
|
||||
SCHECK
|
||||
|
||||
var/list/lighting_update_overlays_old = lighting_update_overlays //Same as above.
|
||||
lighting_update_overlays = null //Same as above
|
||||
lighting_update_overlays = list()
|
||||
|
||||
for(var/atom/movable/lighting_overlay/O in lighting_update_overlays_old)
|
||||
O.update_overlay()
|
||||
O.needs_update = 0
|
||||
|
||||
SCHECK
|
||||
@@ -0,0 +1,16 @@
|
||||
/proc/create_all_lighting_overlays()
|
||||
for(var/zlevel = 1 to world.maxz)
|
||||
create_lighting_overlays_zlevel(zlevel)
|
||||
|
||||
/proc/create_lighting_overlays_zlevel(var/zlevel)
|
||||
ASSERT(zlevel)
|
||||
|
||||
for(var/turf/T in block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel)))
|
||||
if(!T.dynamic_lighting)
|
||||
continue
|
||||
|
||||
var/area/A = T.loc
|
||||
if(!A.dynamic_lighting)
|
||||
continue
|
||||
|
||||
new /atom/movable/lighting_overlay(T, TRUE)
|
||||
@@ -0,0 +1,290 @@
|
||||
/var/total_lighting_sources = 0
|
||||
// This is where the fun begins.
|
||||
// These are the main datums that emit light.
|
||||
|
||||
/datum/light_source
|
||||
var/atom/top_atom // The atom we're emitting light from(for example a mob if we're from a flashlight that's being held).
|
||||
var/atom/source_atom // The atom that we belong to.
|
||||
|
||||
var/turf/source_turf // The turf under the above.
|
||||
var/light_power // Intensity of the emitter light.
|
||||
var/light_range // The range of the emitted light.
|
||||
var/light_color // The colour of the light, string, decomposed by parse_light_color()
|
||||
|
||||
// Variables for keeping track of the colour.
|
||||
var/lum_r
|
||||
var/lum_g
|
||||
var/lum_b
|
||||
|
||||
// The lumcount values used to apply the light.
|
||||
var/tmp/applied_lum_r
|
||||
var/tmp/applied_lum_g
|
||||
var/tmp/applied_lum_b
|
||||
|
||||
var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners.
|
||||
var/list/turf/affecting_turfs
|
||||
|
||||
var/applied = FALSE // Whether we have applied our light yet or not.
|
||||
|
||||
var/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became(in)visible to us.
|
||||
var/needs_update // Whether we are queued for an update.
|
||||
var/destroyed // Whether we are destroyed and need to stop emitting light.
|
||||
var/force_update
|
||||
|
||||
/datum/light_source/New(var/atom/owner, var/atom/top)
|
||||
total_lighting_sources++
|
||||
source_atom = owner // Set our new owner.
|
||||
if(!source_atom.light_sources)
|
||||
source_atom.light_sources = list()
|
||||
|
||||
source_atom.light_sources += src // Add us to the lights of our owner.
|
||||
top_atom = top
|
||||
if(top_atom != source_atom)
|
||||
if(!top.light_sources)
|
||||
top.light_sources = list()
|
||||
|
||||
top_atom.light_sources += src
|
||||
|
||||
source_turf = top_atom
|
||||
light_power = source_atom.light_power
|
||||
light_range = source_atom.light_range
|
||||
light_color = source_atom.light_color
|
||||
|
||||
parse_light_color()
|
||||
|
||||
effect_str = list()
|
||||
affecting_turfs = list()
|
||||
|
||||
update()
|
||||
|
||||
|
||||
return ..()
|
||||
|
||||
// Kill ourselves.
|
||||
/datum/light_source/proc/destroy()
|
||||
total_lighting_sources--
|
||||
destroyed = TRUE
|
||||
force_update()
|
||||
if(source_atom)
|
||||
if(!source_atom.light_sources)
|
||||
log_runtime(EXCEPTION("Atom [source_atom] was a light source, but lacked a light source list!\n"), source_atom)
|
||||
else
|
||||
source_atom.light_sources -= src
|
||||
|
||||
if(top_atom)
|
||||
top_atom.light_sources -= src
|
||||
|
||||
// Call it dirty, I don't care.
|
||||
// This is here so there's no performance loss on non-instant updates from the fact that the engine can also do instant updates.
|
||||
// If you're wondering what's with the "BYOND" argument: BYOND won't let me have a() macro that has no arguments :|.
|
||||
#define effect_update(BYOND) \
|
||||
if(!needs_update) \
|
||||
{ \
|
||||
lighting_update_lights += src; \
|
||||
needs_update = TRUE; \
|
||||
}
|
||||
|
||||
// This proc will cause the light source to update the top atom, and add itself to the update queue.
|
||||
/datum/light_source/proc/update(var/atom/new_top_atom)
|
||||
// This top atom is different.
|
||||
if(new_top_atom && new_top_atom != top_atom)
|
||||
if(top_atom != source_atom) // Remove ourselves from the light sources of that top atom.
|
||||
top_atom.light_sources -= src
|
||||
|
||||
top_atom = new_top_atom
|
||||
|
||||
if(top_atom != source_atom)
|
||||
if(!top_atom.light_sources)
|
||||
top_atom.light_sources = list()
|
||||
|
||||
top_atom.light_sources += src // Add ourselves to the light sources of our new top atom.
|
||||
|
||||
effect_update(null)
|
||||
|
||||
// Will force an update without checking if it's actually needed.
|
||||
/datum/light_source/proc/force_update()
|
||||
force_update = 1
|
||||
|
||||
effect_update(null)
|
||||
|
||||
// Will cause the light source to recalculate turfs that were removed or added to visibility only.
|
||||
/datum/light_source/proc/vis_update()
|
||||
vis_update = 1
|
||||
|
||||
effect_update(null)
|
||||
|
||||
// Will check if we actually need to update, and update any variables that may need to be updated.
|
||||
/datum/light_source/proc/check()
|
||||
if(!source_atom || !light_range || !light_power)
|
||||
destroy()
|
||||
return 1
|
||||
|
||||
if(!top_atom)
|
||||
top_atom = source_atom
|
||||
. = 1
|
||||
|
||||
if(isturf(top_atom))
|
||||
if(source_turf != top_atom)
|
||||
source_turf = top_atom
|
||||
. = 1
|
||||
else if(top_atom.loc != source_turf)
|
||||
source_turf = top_atom.loc
|
||||
. = 1
|
||||
|
||||
if(source_atom.light_power != light_power)
|
||||
light_power = source_atom.light_power
|
||||
. = 1
|
||||
|
||||
if(source_atom.light_range != light_range)
|
||||
light_range = source_atom.light_range
|
||||
. = 1
|
||||
|
||||
if(light_range && light_power && !applied)
|
||||
. = 1
|
||||
|
||||
if(source_atom.light_color != light_color)
|
||||
light_color = source_atom.light_color
|
||||
parse_light_color()
|
||||
. = 1
|
||||
|
||||
// Decompile the hexadecimal colour into lumcounts of each perspective.
|
||||
/datum/light_source/proc/parse_light_color()
|
||||
if(light_color)
|
||||
lum_r = GetRedPart (light_color) / 255
|
||||
lum_g = GetGreenPart(light_color) / 255
|
||||
lum_b = GetBluePart (light_color) / 255
|
||||
else
|
||||
lum_r = 1
|
||||
lum_g = 1
|
||||
lum_b = 1
|
||||
|
||||
// Macro that applies light to a new corner.
|
||||
// It is a macro in the interest of speed, yet not having to copy paste it.
|
||||
// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
|
||||
// As such this all gets counted as a single line.
|
||||
// The braces and semicolons are there to be able to do this on a single line.
|
||||
|
||||
#define APPLY_CORNER(C) \
|
||||
. = LUM_FALLOFF(C, source_turf); \
|
||||
\
|
||||
. *= light_power; \
|
||||
\
|
||||
effect_str[C] = .; \
|
||||
\
|
||||
C.update_lumcount \
|
||||
( \
|
||||
. * applied_lum_r, \
|
||||
. * applied_lum_g, \
|
||||
. * applied_lum_b \
|
||||
);
|
||||
|
||||
// I don't need to explain what this does, do I?
|
||||
#define REMOVE_CORNER(C) \
|
||||
. = -effect_str[C]; \
|
||||
C.update_lumcount \
|
||||
( \
|
||||
. * applied_lum_r, \
|
||||
. * applied_lum_g, \
|
||||
. * applied_lum_b \
|
||||
);
|
||||
|
||||
// This is the define used to calculate falloff.
|
||||
#define LUM_FALLOFF(C, T)(1 - CLAMP01(sqrt((C.x - T.x) ** 2 +(C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
|
||||
|
||||
/datum/light_source/proc/apply_lum()
|
||||
var/static/update_gen = 1
|
||||
applied = 1
|
||||
|
||||
// Keep track of the last applied lum values so that the lighting can be reversed
|
||||
applied_lum_r = lum_r
|
||||
applied_lum_g = lum_g
|
||||
applied_lum_b = lum_b
|
||||
|
||||
FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
|
||||
if(!T.lighting_corners_initialised)
|
||||
T.generate_missing_corners()
|
||||
|
||||
for(var/datum/lighting_corner/C in T.get_corners())
|
||||
if(C.update_gen == update_gen)
|
||||
continue
|
||||
|
||||
C.update_gen = update_gen
|
||||
C.affecting += src
|
||||
|
||||
if(!C.active)
|
||||
effect_str[C] = 0
|
||||
continue
|
||||
|
||||
APPLY_CORNER(C)
|
||||
|
||||
if(!T.affecting_lights)
|
||||
T.affecting_lights = list()
|
||||
|
||||
T.affecting_lights += src
|
||||
affecting_turfs += T
|
||||
|
||||
update_gen++
|
||||
|
||||
/datum/light_source/proc/remove_lum()
|
||||
applied = FALSE
|
||||
|
||||
for(var/turf/T in affecting_turfs)
|
||||
if(!T.affecting_lights)
|
||||
T.affecting_lights = list()
|
||||
else
|
||||
T.affecting_lights -= src
|
||||
|
||||
affecting_turfs.Cut()
|
||||
|
||||
for(var/datum/lighting_corner/C in effect_str)
|
||||
REMOVE_CORNER(C)
|
||||
|
||||
C.affecting -= src
|
||||
|
||||
effect_str.Cut()
|
||||
|
||||
/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
|
||||
if(effect_str.Find(C)) // Already have one.
|
||||
REMOVE_CORNER(C)
|
||||
|
||||
APPLY_CORNER(C)
|
||||
|
||||
/datum/light_source/proc/smart_vis_update()
|
||||
var/list/datum/lighting_corner/corners = list()
|
||||
var/list/turf/turfs = list()
|
||||
FOR_DVIEW(var/turf/T, light_range, source_turf, 0)
|
||||
if(!T.lighting_corners_initialised)
|
||||
T.generate_missing_corners()
|
||||
corners |= T.get_corners()
|
||||
turfs += T
|
||||
|
||||
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
|
||||
affecting_turfs += L
|
||||
for(var/turf/T in L)
|
||||
if(!T.affecting_lights)
|
||||
T.affecting_lights = list(src)
|
||||
else
|
||||
T.affecting_lights += src
|
||||
|
||||
L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
|
||||
affecting_turfs -= L
|
||||
for(var/turf/T in L)
|
||||
T.affecting_lights -= src
|
||||
|
||||
for(var/datum/lighting_corner/C in corners - effect_str) // New corners
|
||||
C.affecting += src
|
||||
if(!C.active)
|
||||
effect_str[C] = 0
|
||||
continue
|
||||
|
||||
APPLY_CORNER(C)
|
||||
|
||||
for(var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
|
||||
REMOVE_CORNER(C)
|
||||
C.affecting -= src
|
||||
effect_str -= C
|
||||
|
||||
#undef effect_update
|
||||
#undef LUM_FALLOFF
|
||||
#undef REMOVE_CORNER
|
||||
#undef APPLY_CORNER
|
||||
@@ -1,25 +0,0 @@
|
||||
/var/list/lighting_update_lights = list()
|
||||
/var/list/lighting_update_overlays = list()
|
||||
|
||||
/area/var/lighting_use_dynamic = 1
|
||||
|
||||
// duplicates lots of code, but this proc needs to be as fast as possible.
|
||||
/proc/create_lighting_overlays(zlevel = 0)
|
||||
var/area/A
|
||||
if(zlevel == 0) // populate all zlevels
|
||||
for(var/turf/T in world)
|
||||
if(T.dynamic_lighting)
|
||||
A = T.loc
|
||||
if(A.lighting_use_dynamic)
|
||||
var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, T)
|
||||
T.lighting_overlay = O
|
||||
|
||||
else
|
||||
for(var/x = 1; x <= world.maxx; x++)
|
||||
for(var/y = 1; y <= world.maxy; y++)
|
||||
var/turf/T = locate(x, y, zlevel)
|
||||
if(T.dynamic_lighting)
|
||||
A = T.loc
|
||||
if(A.lighting_use_dynamic)
|
||||
var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, T)
|
||||
T.lighting_overlay = O
|
||||
@@ -1,32 +1,102 @@
|
||||
/turf
|
||||
var/list/affecting_lights
|
||||
var/atom/movable/lighting_overlay/lighting_overlay
|
||||
var/dynamic_lighting = TRUE // Does the turf use dynamic lighting?
|
||||
luminosity = 1
|
||||
|
||||
var/tmp/lighting_corners_initialised = FALSE
|
||||
|
||||
var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf.
|
||||
var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay.
|
||||
var/tmp/list/datum/lighting_corner/corners
|
||||
var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile.
|
||||
|
||||
/turf/New()
|
||||
. = ..()
|
||||
|
||||
if(opacity)
|
||||
has_opaque_atom = TRUE
|
||||
|
||||
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
|
||||
/turf/proc/reconsider_lights()
|
||||
for(var/datum/light_source/L in affecting_lights)
|
||||
L.vis_update()
|
||||
|
||||
/turf/proc/lighting_clear_overlays()
|
||||
/turf/proc/lighting_clear_overlay()
|
||||
if(lighting_overlay)
|
||||
qdel(lighting_overlay)
|
||||
|
||||
/turf/proc/lighting_build_overlays()
|
||||
for(var/datum/lighting_corner/C in corners)
|
||||
C.update_active()
|
||||
|
||||
// Builds a lighting overlay for us, but only if our area is dynamic.
|
||||
/turf/proc/lighting_build_overlay()
|
||||
if(lighting_overlay)
|
||||
return
|
||||
|
||||
var/area/A = loc
|
||||
if(A.dynamic_lighting)
|
||||
if(!lighting_corners_initialised)
|
||||
generate_missing_corners()
|
||||
|
||||
new /atom/movable/lighting_overlay(src)
|
||||
|
||||
for(var/datum/lighting_corner/C in corners)
|
||||
if(!C.active) // We would activate the corner, calculate the lighting for it.
|
||||
for(var/L in C.affecting)
|
||||
var/datum/light_source/S = L
|
||||
S.recalc_corner(C)
|
||||
|
||||
C.active = TRUE
|
||||
|
||||
// Used to get a scaled lumcount.
|
||||
/turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1)
|
||||
if(!lighting_overlay)
|
||||
var/area/A = loc
|
||||
if(A.lighting_use_dynamic)
|
||||
var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, src)
|
||||
lighting_overlay = O
|
||||
return 1
|
||||
|
||||
//Make the light sources recalculate us so the lighting overlay updates immediately
|
||||
for(var/datum/light_source/L in affecting_lights)
|
||||
L.calc_turf(src)
|
||||
var/totallums = 0
|
||||
for(var/datum/lighting_corner/L in corners)
|
||||
totallums += max(L.lum_r, L.lum_g, L.lum_b)
|
||||
|
||||
/turf/Entered(atom/movable/obj)
|
||||
totallums /= 4 // 4 corners, max channel selected, return the average
|
||||
|
||||
totallums =(totallums - minlum) /(maxlum - minlum)
|
||||
|
||||
return CLAMP01(totallums)
|
||||
|
||||
// Can't think of a good name, this proc will recalculate the has_opaque_atom variable.
|
||||
/turf/proc/recalc_atom_opacity()
|
||||
has_opaque_atom = FALSE
|
||||
for(var/atom/A in src.contents + src) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
|
||||
if(A.opacity)
|
||||
has_opaque_atom = TRUE
|
||||
|
||||
// If an opaque movable atom moves around we need to potentially update visibility.
|
||||
/turf/Entered(var/atom/movable/Obj, var/atom/OldLoc)
|
||||
. = ..()
|
||||
if(obj && obj.opacity)
|
||||
|
||||
if(Obj && Obj.opacity)
|
||||
has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case.
|
||||
reconsider_lights()
|
||||
|
||||
/turf/Exited(atom/movable/obj)
|
||||
/turf/Exited(var/atom/movable/Obj, var/atom/newloc)
|
||||
. = ..()
|
||||
if(obj && obj.opacity)
|
||||
|
||||
if(Obj && Obj.opacity)
|
||||
recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates.
|
||||
reconsider_lights()
|
||||
|
||||
/turf/proc/get_corners()
|
||||
if(has_opaque_atom)
|
||||
return null // Since this proc gets used in a for loop, null won't be looped though.
|
||||
|
||||
return corners
|
||||
|
||||
/turf/proc/generate_missing_corners()
|
||||
lighting_corners_initialised = TRUE
|
||||
if(!corners)
|
||||
corners = list(null, null, null, null)
|
||||
|
||||
for(var/i = 1 to 4)
|
||||
if(corners[i]) // Already have a corner on this direction.
|
||||
continue
|
||||
|
||||
corners[i] = new /datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
#undef LIGHTING_INTERVAL
|
||||
|
||||
#undef LIGHTING_FALLOFF
|
||||
#undef LIGHTING_LAMBERTIAN
|
||||
#undef LIGHTING_HEIGHT
|
||||
|
||||
#undef LIGHTING_RESOLUTION
|
||||
#undef LIGHTING_LAYER
|
||||
#undef LIGHTING_ICON
|
||||
|
||||
#undef LIGHTING_BASE_MATRIX
|
||||
|
||||
@@ -96,6 +96,7 @@
|
||||
recipes += new/datum/stack_recipe("knife grip", /obj/item/weapon/material/butterflyhandle, 4, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("dark floor tile", /obj/item/stack/tile/floor_dark, 1, 4, 20)
|
||||
recipes += new/datum/stack_recipe("roller bed", /obj/item/roller, 5, time = 30, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("whetstone", /obj/item/weapon/whetstone, 2, time = 10)
|
||||
|
||||
/material/sandstone/generate_recipes()
|
||||
..()
|
||||
|
||||
@@ -82,6 +82,7 @@ var/list/mining_overlay_cache = list()
|
||||
/turf/simulated/mineral/proc/update_general()
|
||||
update_icon(1)
|
||||
if(ticker && ticker.current_state == GAME_STATE_PLAYING)
|
||||
recalc_atom_opacity()
|
||||
reconsider_lights()
|
||||
if(air_master)
|
||||
air_master.mark_for_update(src)
|
||||
|
||||
@@ -4,12 +4,7 @@
|
||||
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
|
||||
if(isturf(loc)) //else, there's considered to be no light
|
||||
var/turf/T = loc
|
||||
var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T
|
||||
if(L)
|
||||
light_amount = 2 * (min(5,L.lum_r + L.lum_g + L.lum_b) - 2.5) //hardcapped so it's not abused by having a ton of flashlights
|
||||
else
|
||||
light_amount = 5
|
||||
|
||||
light_amount = T.get_lumcount() * 5
|
||||
|
||||
nutrition += light_amount
|
||||
|
||||
|
||||
@@ -706,7 +706,7 @@
|
||||
if(istype(src.glasses, /obj/item/clothing/glasses/sunglasses))
|
||||
if(istype(src.glasses, /obj/item/clothing/glasses/sunglasses/sechud/aviator))
|
||||
var/obj/item/clothing/glasses/sunglasses/sechud/aviator/S = src.glasses
|
||||
if(!S.active)
|
||||
if(!S.on)
|
||||
number += 1
|
||||
else if(istype(src.glasses, /obj/item/clothing/glasses/sunglasses/medhud/aviator))
|
||||
number += 0
|
||||
|
||||
@@ -235,8 +235,6 @@
|
||||
|
||||
nutrition -= 200
|
||||
|
||||
// Theoretically the only internal organ a slime will have
|
||||
// is the slime core. but we might as well be thorough.
|
||||
for(var/obj/item/organ/I in internal_organs)
|
||||
if(I.damage > 0)
|
||||
I.damage = 0
|
||||
@@ -245,6 +243,7 @@
|
||||
// Replace completely missing limbs.
|
||||
for(var/limb_type in src.species.has_limbs)
|
||||
var/obj/item/organ/external/E = src.organs_by_name[limb_type]
|
||||
E.disfigured = 0
|
||||
if(E && (E.is_stump() || (E.status & (ORGAN_DESTROYED|ORGAN_DEAD|ORGAN_MUTATED))))
|
||||
E.removed()
|
||||
qdel(E)
|
||||
|
||||
@@ -817,11 +817,7 @@
|
||||
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
|
||||
if(isturf(loc)) //else, there's considered to be no light
|
||||
var/turf/T = loc
|
||||
var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T
|
||||
if(L)
|
||||
light_amount = min(10,L.lum_r + L.lum_g + L.lum_b) - 2 //hardcapped so it's not abused by having a ton of flashlights
|
||||
else
|
||||
light_amount = 10
|
||||
light_amount = T.get_lumcount() * 10
|
||||
nutrition += light_amount
|
||||
traumatic_shock -= light_amount
|
||||
|
||||
@@ -840,11 +836,7 @@
|
||||
var/light_amount = 0
|
||||
if(isturf(loc))
|
||||
var/turf/T = loc
|
||||
var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T
|
||||
if(L)
|
||||
light_amount = L.lum_r + L.lum_g + L.lum_b //hardcapped so it's not abused by having a ton of flashlights
|
||||
else
|
||||
light_amount = 10
|
||||
light_amount = T.get_lumcount() * 10
|
||||
if(light_amount > species.light_dam) //if there's enough light, start dying
|
||||
take_overall_damage(1,1)
|
||||
else //heal in the dark
|
||||
@@ -921,9 +913,9 @@
|
||||
|
||||
//Brain damage from Oxyloss
|
||||
if(should_have_organ("brain"))
|
||||
var/brainOxPercent = 0.02 //Default2% of your current oxyloss is applied as brain damage, 50 oxyloss is 1 brain damage
|
||||
var/brainOxPercent = 0.015 //Default 1.5% of your current oxyloss is applied as brain damage, 50 oxyloss is 1 brain damage
|
||||
if(CE_STABLE in chem_effects)
|
||||
brainOxPercent = 0.01 //Halved in effect
|
||||
brainOxPercent = 0.008 //Halved in effect
|
||||
if(oxyloss >= 20 && prob(5))
|
||||
adjustBrainLoss(brainOxPercent * oxyloss)
|
||||
|
||||
@@ -1364,8 +1356,7 @@
|
||||
//0.1% chance of playing a scary sound to someone who's in complete darkness
|
||||
if(isturf(loc) && rand(1,1000) == 1)
|
||||
var/turf/T = loc
|
||||
var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T
|
||||
if(L && L.lum_r + L.lum_g + L.lum_b == 0)
|
||||
if(T.get_lumcount() <= LIGHTING_SOFT_THRESHOLD)
|
||||
playsound_local(src,pick(scarySounds),50, 1, -1)
|
||||
|
||||
/mob/living/carbon/human/handle_stomach()
|
||||
|
||||
@@ -75,14 +75,10 @@
|
||||
if(affecting)
|
||||
if(affecting.buckled)
|
||||
return null
|
||||
if(!affecting.Adjacent(affecting.grabbed_by))
|
||||
qdel(src)
|
||||
return null
|
||||
if(state >= GRAB_AGGRESSIVE)
|
||||
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1)
|
||||
. = affecting
|
||||
qdel(src)
|
||||
return
|
||||
return affecting
|
||||
|
||||
return null
|
||||
|
||||
|
||||
@@ -299,9 +295,6 @@
|
||||
return
|
||||
if(world.time < (last_action + 20))
|
||||
return
|
||||
if(!M.Adjacent(user))
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
last_action = world.time
|
||||
reset_kill_state() //using special grab moves will interrupt choking them
|
||||
@@ -347,9 +340,6 @@
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/grab/proc/reset_kill_state()
|
||||
if(!assailant)
|
||||
qdel(src)
|
||||
return
|
||||
if(state == GRAB_KILL)
|
||||
assailant.visible_message("<span class='warning'>[assailant] lost \his tight grip on [affecting]'s neck!</span>")
|
||||
hud.icon_state = "kill"
|
||||
|
||||
@@ -388,7 +388,7 @@
|
||||
balding
|
||||
name = "Balding Hair"
|
||||
icon_state = "hair_e"
|
||||
gender = MALE // turnoff!
|
||||
gender = MALE
|
||||
|
||||
familyman
|
||||
name = "The Family Man"
|
||||
@@ -529,9 +529,19 @@
|
||||
icon_state = "hair_coffeehouse"
|
||||
gender = MALE
|
||||
|
||||
undercut
|
||||
undercut1
|
||||
name = "Undercut"
|
||||
icon_state = "hair_undercut"
|
||||
icon_state = "hair_undercut1"
|
||||
gender = MALE
|
||||
|
||||
undercut2
|
||||
name = "Undercut Swept Right"
|
||||
icon_state = "hair_undercut2"
|
||||
gender = MALE
|
||||
|
||||
undercut3
|
||||
name = "Undercut Swept Left"
|
||||
icon_state = "hair_undercut3"
|
||||
gender = MALE
|
||||
|
||||
partfade
|
||||
@@ -551,7 +561,7 @@
|
||||
/datum/sprite_accessory/facial_hair
|
||||
|
||||
icon = 'icons/mob/Human_face.dmi'
|
||||
gender = MALE // barf (unless you're a dorf, dorfs dig chix /w beards :P)
|
||||
gender = MALE
|
||||
|
||||
shaved
|
||||
name = "Shaved"
|
||||
|
||||
@@ -203,6 +203,7 @@ var/list/organ_cache = list()
|
||||
/obj/item/organ/proc/rejuvenate(var/ignore_prosthetic_prefs)
|
||||
damage = 0
|
||||
status = 0
|
||||
germ_level = 0
|
||||
if(!ignore_prosthetic_prefs && owner && owner.client && owner.client.prefs && owner.client.prefs.real_name == owner.real_name)
|
||||
var/status = owner.client.prefs.organ_data[organ_tag]
|
||||
if(status == "assisted")
|
||||
|
||||
@@ -163,6 +163,7 @@ obj/aiming_overlay/proc/update_aiming_deferred()
|
||||
owner.visible_message("<span class='danger'>\The [owner] turns \the [thing] on \the [target]!</span>")
|
||||
else
|
||||
owner.visible_message("<span class='danger'>\The [owner] aims \the [thing] at \the [target]!</span>")
|
||||
log_and_message_admins("aimed \a [thing] at [key_name(target)].")
|
||||
|
||||
if(owner.client)
|
||||
owner.client.add_gun_icons()
|
||||
|
||||
@@ -70,11 +70,11 @@
|
||||
|
||||
// Create a decorative ramp bottom and flatten out our current ramp.
|
||||
density = 0
|
||||
opacity = 0
|
||||
set_opacity(0)
|
||||
icon_state = "ramptop"
|
||||
var/obj/structure/droppod_door/door_bottom = new(T)
|
||||
door_bottom.deployed = 1
|
||||
door_bottom.density = 0
|
||||
door_bottom.opacity = 0
|
||||
door_bottom.set_opacity(0)
|
||||
door_bottom.dir = src.dir
|
||||
door_bottom.icon_state = "rampbottom"
|
||||
@@ -134,7 +134,7 @@
|
||||
if(rag)
|
||||
var/underlay_image = image(icon='icons/obj/drinks.dmi', icon_state=rag.on_fire? "[rag_underlay]_lit" : rag_underlay)
|
||||
underlays += underlay_image
|
||||
copy_light(rag)
|
||||
set_light(rag.light_range, rag.light_power, rag.light_color)
|
||||
else
|
||||
set_light(0)
|
||||
|
||||
|
||||
@@ -54,8 +54,8 @@
|
||||
playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
|
||||
|
||||
check_failure()
|
||||
opacity = 1
|
||||
spawn(20) if(src) opacity = 0
|
||||
set_opacity(1)
|
||||
spawn(20) if(!deleted(src)) set_opacity(0)
|
||||
|
||||
..()
|
||||
|
||||
@@ -63,8 +63,8 @@
|
||||
health -= Proj.get_structure_damage()
|
||||
..()
|
||||
check_failure()
|
||||
opacity = 1
|
||||
spawn(20) if(src) opacity = 0
|
||||
set_opacity(1)
|
||||
spawn(20) if(!deleted(src)) set_opacity(0)
|
||||
|
||||
/obj/machinery/shield/ex_act(severity)
|
||||
switch(severity)
|
||||
@@ -113,8 +113,8 @@
|
||||
check_failure()
|
||||
|
||||
//The shield becomes dense to absorb the blow.. purely asthetic.
|
||||
opacity = 1
|
||||
spawn(20) if(src) opacity = 0
|
||||
set_opacity(1)
|
||||
spawn(20) if(!deleted(src)) set_opacity(0)
|
||||
|
||||
..()
|
||||
return
|
||||
|
||||
@@ -1,61 +1,100 @@
|
||||
|
||||
//---------- actual energy field
|
||||
|
||||
// Each field object has a strength var (mensured in "Renwicks").
|
||||
// Melee weapons do 5% of their normal (force var) damage, so a harmbaton would do 0.75 Renwick.
|
||||
// Projectiles do 5% of their structural damage, so a normal laser would do 2 Renwick damage.
|
||||
// For meteors, one Renwick is about equal to one layer of r-wall.
|
||||
// Meteors will be completely halted by the shield if the shield survives the impact.
|
||||
// Explosions do 4 Renwick of damage per severity, at a max of 12.
|
||||
|
||||
/obj/effect/energy_field
|
||||
name = "energy field"
|
||||
name = "energy shield field"
|
||||
desc = "Impenetrable field of energy, capable of blocking anything as long as it's active."
|
||||
icon = 'icons/obj/machines/shielding.dmi'
|
||||
icon_state = "shieldsparkles"
|
||||
icon_state = "shield"
|
||||
alpha = 100
|
||||
anchored = 1
|
||||
layer = 4.1 //just above mobs
|
||||
density = 0
|
||||
invisibility = 101
|
||||
var/strength = 0
|
||||
var/obj/machinery/shield_gen/my_gen = null
|
||||
var/strength = 0 // in Renwicks
|
||||
var/ticks_recovering = 10
|
||||
var/max_strength = 10
|
||||
|
||||
/obj/effect/energy_field/New()
|
||||
..()
|
||||
/obj/effect/energy_field/New(var/newloc, var/new_gen)
|
||||
..(newloc)
|
||||
my_gen = new_gen
|
||||
update_nearby_tiles()
|
||||
|
||||
/obj/effect/energy_field/Destroy()
|
||||
update_nearby_tiles()
|
||||
my_gen.field.Remove(src)
|
||||
my_gen = null
|
||||
var/turf/current_loc = get_turf(src)
|
||||
spawn(1) // Updates neightbors after we're gone.
|
||||
for(var/direction in cardinal)
|
||||
var/turf/T = get_step(current_loc, direction)
|
||||
if(T)
|
||||
for(var/obj/effect/energy_field/F in T)
|
||||
F.update_icon()
|
||||
..()
|
||||
|
||||
/obj/effect/energy_field/ex_act(var/severity)
|
||||
Stress(0.5 + severity)
|
||||
adjust_strength(-(4 - severity) * 4)
|
||||
|
||||
/obj/effect/energy_field/bullet_act(var/obj/item/projectile/Proj)
|
||||
Stress(Proj.get_structure_damage() / 10)
|
||||
adjust_strength(-Proj.get_structure_damage() / 10)
|
||||
|
||||
/obj/effect/energy_field/proc/Stress(var/severity)
|
||||
strength -= severity
|
||||
/obj/effect/energy_field/attackby(obj/item/W, mob/user)
|
||||
if(W.force)
|
||||
adjust_strength(-W.force / 20)
|
||||
user.do_attack_animation(src)
|
||||
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
|
||||
..()
|
||||
|
||||
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
|
||||
ticks_recovering = min(ticks_recovering + 2, 10)
|
||||
if(strength < 1)
|
||||
invisibility = 101
|
||||
density = 0
|
||||
ticks_recovering = 10
|
||||
strength = 0
|
||||
else if(strength >= 1)
|
||||
invisibility = 0
|
||||
density = 1
|
||||
/obj/effect/energy_field/attack_hand(var/mob/living/user)
|
||||
impact_effect(3) // Harmless, but still produces the 'impact' effect.
|
||||
..()
|
||||
|
||||
/obj/effect/energy_field/proc/Strengthen(var/severity)
|
||||
strength += severity
|
||||
if (strength < 0)
|
||||
strength = 0
|
||||
/obj/effect/energy_field/Bumped(atom/A)
|
||||
..(A)
|
||||
impact_effect(2)
|
||||
|
||||
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
|
||||
/obj/effect/energy_field/handle_meteor_impact(var/obj/effect/meteor/meteor)
|
||||
var/penetrated = TRUE
|
||||
adjust_strength(-max((meteor.wall_power * meteor.hits) / 800, 0)) // One renwick (strength var) equals one r-wall for the purposes of meteor-stopping.
|
||||
sleep(1)
|
||||
if(density) // Check if we're still up.
|
||||
penetrated = FALSE
|
||||
explosion(meteor.loc, 0, 0, 0, 0, 0, 0, 0) // For the sound effect.
|
||||
|
||||
// Returning FALSE will kill the meteor.
|
||||
return penetrated // If the shield's still around, the meteor was successfully stopped, otherwise keep going and plow into the station.
|
||||
|
||||
/obj/effect/energy_field/proc/adjust_strength(amount, impact = 1)
|
||||
var/old_density = density
|
||||
if(strength >= 1)
|
||||
invisibility = 0
|
||||
density = 1
|
||||
else if(strength < 1)
|
||||
invisibility = 101
|
||||
density = 0
|
||||
|
||||
if (density != old_density)
|
||||
strength = between(0, strength + amount, max_strength)
|
||||
|
||||
//maptext = "[round(strength, 0.1)]/[max_strength]"
|
||||
|
||||
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
|
||||
if(amount < 0) // Taking damage.
|
||||
if(impact)
|
||||
impact_effect(round(abs(amount * 2)))
|
||||
|
||||
ticks_recovering = min(ticks_recovering + 2, 10)
|
||||
if(strength < 1) // We broke
|
||||
density = 0
|
||||
ticks_recovering = 10
|
||||
strength = 0
|
||||
|
||||
else if(amount > 0) // Healing damage.
|
||||
if(strength >= 1)
|
||||
density = 1
|
||||
|
||||
if(density != old_density)
|
||||
update_icon()
|
||||
update_nearby_tiles()
|
||||
|
||||
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
|
||||
@@ -66,3 +105,44 @@
|
||||
|
||||
//return (!density || !height || air_group)
|
||||
return !density
|
||||
|
||||
/obj/effect/energy_field/update_icon(var/update_neightbors = 0)
|
||||
overlays.Cut()
|
||||
var/list/adjacent_shields_dir = list()
|
||||
for(var/direction in cardinal)
|
||||
var/turf/T = get_step(src, direction)
|
||||
if(T) // Incase we somehow stepped off the map.
|
||||
for(var/obj/effect/energy_field/F in T)
|
||||
if(update_neightbors)
|
||||
F.update_icon(0)
|
||||
adjacent_shields_dir |= direction
|
||||
break
|
||||
// Icon_state and Glow
|
||||
if(density)
|
||||
icon_state = "shield"
|
||||
set_light(3, 3, "#66FFFF")
|
||||
else
|
||||
icon_state = "shield_broken"
|
||||
set_light(3, 5, "#FF9900")
|
||||
|
||||
// Edge overlays
|
||||
for(var/found_dir in adjacent_shields_dir)
|
||||
overlays += image(src.icon, src, icon_state = "shield_edge", dir = found_dir)
|
||||
|
||||
|
||||
// Small visual effect, makes the shield tiles brighten up by becoming more opaque for a moment, and spreads to nearby shields.
|
||||
/obj/effect/energy_field/proc/impact_effect(var/i, var/list/affected_shields = list())
|
||||
i = between(1, i, 10)
|
||||
alpha = 200
|
||||
animate(src, alpha = initial(alpha), time = 1 SECOND)
|
||||
affected_shields |= src
|
||||
i--
|
||||
if(i)
|
||||
spawn(2)
|
||||
for(var/direction in cardinal)
|
||||
var/turf/T = get_step(src, direction)
|
||||
if(T) // Incase we somehow stepped off the map.
|
||||
for(var/obj/effect/energy_field/F in T)
|
||||
if(!(F in affected_shields))
|
||||
F.impact_effect(i, affected_shields) // Spread the effect to them.
|
||||
|
||||
|
||||
@@ -0,0 +1,49 @@
|
||||
/obj/item/weapon/shield_diffuser
|
||||
name = "portable shield diffuser"
|
||||
desc = "A small handheld device designed to disrupt energy barriers"
|
||||
description_info = "This device disrupts shields on directly adjacent tiles (in a + shaped pattern), in a similar way the floor mounted variant does. It is, however, portable and run by an internal battery. Can be recharged with a regular recharger."
|
||||
icon = 'icons/obj/machines/shielding.dmi'
|
||||
icon_state = "hdiffuser_off"
|
||||
var/obj/item/weapon/cell/device/cell
|
||||
var/enabled = 0
|
||||
|
||||
/obj/item/weapon/shield_diffuser/update_icon()
|
||||
if(enabled)
|
||||
icon_state = "hdiffuser_on"
|
||||
else
|
||||
icon_state = "hdiffuser_off"
|
||||
|
||||
/obj/item/weapon/shield_diffuser/New()
|
||||
cell = new(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/shield_diffuser/Destroy()
|
||||
qdel(cell)
|
||||
cell = null
|
||||
if(enabled)
|
||||
processing_objects.Remove(src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/weapon/shield_diffuser/process()
|
||||
if(!enabled)
|
||||
return
|
||||
|
||||
for(var/direction in cardinal)
|
||||
var/turf/simulated/shielded_tile = get_step(get_turf(src), direction)
|
||||
for(var/obj/effect/energy_field/S in shielded_tile)
|
||||
if(istype(S) && cell.checked_use(10 KILOWATTS * CELLRATE))
|
||||
qdel(S)
|
||||
|
||||
/obj/item/weapon/shield_diffuser/attack_self()
|
||||
enabled = !enabled
|
||||
update_icon()
|
||||
if(enabled)
|
||||
processing_objects.Add(src)
|
||||
else
|
||||
processing_objects.Remove(src)
|
||||
to_chat(usr, "You turn \the [src] [enabled ? "on" : "off"].")
|
||||
|
||||
/obj/item/weapon/shield_diffuser/examine()
|
||||
. = ..()
|
||||
to_chat(usr, "The charge meter reads [cell ? cell.percent() : 0]%")
|
||||
to_chat(usr, "It is [enabled ? "enabled" : "disabled"].")
|
||||
@@ -19,14 +19,6 @@
|
||||
var/charge_rate = 100000 //100 kW
|
||||
var/obj/machinery/shield_gen/owned_gen
|
||||
|
||||
/obj/machinery/shield_capacitor/New()
|
||||
spawn(10)
|
||||
for(var/obj/machinery/shield_gen/possible_gen in range(1, src))
|
||||
if(get_dir(src, possible_gen) == src.dir)
|
||||
possible_gen.owned_capacitor = src
|
||||
break
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_capacitor/emag_act(var/remaining_charges, var/mob/user)
|
||||
if(prob(75))
|
||||
src.locked = !src.locked
|
||||
@@ -54,13 +46,13 @@
|
||||
if(anchored)
|
||||
spawn(0)
|
||||
for(var/obj/machinery/shield_gen/gen in range(1, src))
|
||||
if(get_dir(src, gen) == src.dir && !gen.owned_capacitor)
|
||||
if(get_dir(src, gen) == src.dir)
|
||||
owned_gen = gen
|
||||
owned_gen.owned_capacitor = src
|
||||
owned_gen.capacitors |= src
|
||||
owned_gen.updateDialog()
|
||||
else
|
||||
if(owned_gen && owned_gen.owned_capacitor == src)
|
||||
owned_gen.owned_capacitor = null
|
||||
if(owned_gen && src in owned_gen.capacitors)
|
||||
owned_gen.capacitors -= src
|
||||
owned_gen = null
|
||||
else
|
||||
..()
|
||||
@@ -82,16 +74,16 @@
|
||||
else
|
||||
t += "This capacitor is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
|
||||
t += "Capacitor Status: [time_since_fail > 2 ? "<font color=green>OK.</font>" : "<font color=red>Discharging!</font>"]<br>"
|
||||
t += "Stored Energy: [round(stored_charge/1000, 0.1)] kJ ([100 * round(stored_charge/max_charge, 0.1)]%)<br>"
|
||||
t += "Stored Energy: [format_SI(stored_charge, "J")] ([100 * round(stored_charge/max_charge, 0.01)]%)<br>"
|
||||
t += "Charge Rate: \
|
||||
<a href='?src=\ref[src];charge_rate=-100000'>\[----\]</a> \
|
||||
<a href='?src=\ref[src];charge_rate=-10000'>\[---\]</a> \
|
||||
<a href='?src=\ref[src];charge_rate=-1000'>\[--\]</a> \
|
||||
<a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[charge_rate] W \
|
||||
<a href='?src=\ref[src];charge_rate=-100'>\[-\]</a>[format_SI(charge_rate, "W")]\
|
||||
<a href='?src=\ref[src];charge_rate=100'>\[+\]</a> \
|
||||
<a href='?src=\ref[src];charge_rate=1000'>\[++\]</a> \
|
||||
<a href='?src=\ref[src];charge_rate=10000'>\[+++\]</a> \
|
||||
<a href='?src=\ref[src];charge_rate=100000'>\[+++\]</a><br>"
|
||||
<a href='?src=\ref[src];charge_rate=100000'>\[++++\]</a><br>"
|
||||
t += "<hr>"
|
||||
t += "<A href='?src=\ref[src]'>Refresh</A> "
|
||||
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
/obj/machinery/shield_diffuser
|
||||
name = "shield diffuser"
|
||||
desc = "A small underfloor device specifically designed to disrupt energy barriers."
|
||||
description_info = "This device disrupts shields on directly adjacent tiles (in a + shaped pattern). They are commonly installed around exterior airlocks to prevent shields from blocking EVA access."
|
||||
icon = 'icons/obj/machines/shielding.dmi'
|
||||
icon_state = "fdiffuser_on"
|
||||
use_power = 2
|
||||
idle_power_usage = 100
|
||||
active_power_usage = 2000
|
||||
anchored = 1
|
||||
density = 0
|
||||
level = 1
|
||||
var/alarm = 0
|
||||
var/enabled = 1
|
||||
|
||||
/obj/machinery/shield_diffuser/New()
|
||||
..()
|
||||
var/turf/T = get_turf(src)
|
||||
hide(!T.is_plating())
|
||||
|
||||
//If underfloor, hide the cable
|
||||
/obj/machinery/shield_diffuser/hide(var/i)
|
||||
if(istype(loc, /turf))
|
||||
invisibility = i ? 101 : 0
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/shield_diffuser/hides_under_flooring()
|
||||
return 1
|
||||
|
||||
/obj/machinery/shield_diffuser/process()
|
||||
if(alarm)
|
||||
alarm--
|
||||
if(!alarm)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
if(!enabled)
|
||||
return
|
||||
for(var/direction in cardinal)
|
||||
var/turf/simulated/shielded_tile = get_step(get_turf(src), direction)
|
||||
for(var/obj/effect/energy_field/S in shielded_tile)
|
||||
qdel(S)
|
||||
|
||||
/obj/machinery/shield_diffuser/update_icon()
|
||||
if(alarm)
|
||||
icon_state = "fdiffuser_emergency"
|
||||
return
|
||||
if((stat & (NOPOWER | BROKEN)) || !enabled)
|
||||
icon_state = "fdiffuser_off"
|
||||
else
|
||||
icon_state = "fdiffuser_on"
|
||||
|
||||
/obj/machinery/shield_diffuser/attack_hand()
|
||||
if(alarm)
|
||||
to_chat(usr, "You press an override button on \the [src], re-enabling it.")
|
||||
alarm = 0
|
||||
update_icon()
|
||||
return
|
||||
enabled = !enabled
|
||||
use_power = enabled + 1
|
||||
update_icon()
|
||||
to_chat(usr, "You turn \the [src] [enabled ? "on" : "off"].")
|
||||
|
||||
/obj/machinery/shield_diffuser/proc/meteor_alarm(var/duration)
|
||||
if(!duration)
|
||||
return
|
||||
alarm = round(max(alarm, duration))
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/shield_diffuser/examine(var/mob/user)
|
||||
. = ..()
|
||||
to_chat(user, "It is [enabled ? "enabled" : "disabled"].")
|
||||
if(alarm)
|
||||
to_chat(user, "A red LED labeled \"Proximity Alarm\" is blinking on the control panel.")
|
||||
@@ -1,10 +1,3 @@
|
||||
//renwicks: fictional unit to describe shield strength
|
||||
//a small meteor hit will deduct 1 renwick of strength from that shield tile
|
||||
//light explosion range will do 1 renwick's damage
|
||||
//medium explosion range will do 2 renwick's damage
|
||||
//heavy explosion range will do 3 renwick's damage
|
||||
//explosion damage is cumulative. if a tile is in range of light, medium and heavy damage, it will take a hit from all three
|
||||
|
||||
/obj/machinery/shield_gen
|
||||
name = "bubble shield generator"
|
||||
desc = "Machine that generates an impenetrable field of energy when activated."
|
||||
@@ -13,7 +6,7 @@
|
||||
var/active = 0
|
||||
var/field_radius = 3
|
||||
var/max_field_radius = 100
|
||||
var/list/field
|
||||
var/list/field = list()
|
||||
density = 1
|
||||
var/locked = 0
|
||||
var/average_field_strength = 0
|
||||
@@ -23,20 +16,25 @@
|
||||
var/min_dissipation = 0.01 //will dissipate by at least this rate in renwicks per field tile (otherwise field would never dissipate completely as dissipation is a percentage)
|
||||
var/powered = 0
|
||||
var/check_powered = 1
|
||||
var/obj/machinery/shield_capacitor/owned_capacitor
|
||||
var/list/capacitors = list()
|
||||
var/target_field_strength = 10
|
||||
var/max_field_strength = 10
|
||||
var/time_since_fail = 100
|
||||
var/energy_conversion_rate = 0.0002 //how many renwicks per watt?
|
||||
var/z_range = 0 // How far 'up and or down' to extend the shield to, in z-levels. Only works on MultiZ supported z-levels.
|
||||
use_power = 0 //doesn't use APC power
|
||||
|
||||
/obj/machinery/shield_gen/New()
|
||||
spawn(10)
|
||||
for(var/obj/machinery/shield_capacitor/possible_cap in range(1, src))
|
||||
if(get_dir(possible_cap, src) == possible_cap.dir)
|
||||
owned_capacitor = possible_cap
|
||||
break
|
||||
field = new/list()
|
||||
spawn(1 SECOND)
|
||||
if(anchored)
|
||||
for(var/obj/machinery/shield_capacitor/cap in range(1, src))
|
||||
if(!cap.anchored)
|
||||
continue
|
||||
if(cap.owned_gen)
|
||||
continue
|
||||
if(get_dir(cap, src) == cap.dir)
|
||||
capacitors |= cap
|
||||
cap.owned_gen = src
|
||||
..()
|
||||
|
||||
/obj/machinery/shield_gen/Destroy()
|
||||
@@ -44,7 +42,7 @@
|
||||
field.Remove(D)
|
||||
D.loc = null
|
||||
..()
|
||||
|
||||
|
||||
/obj/machinery/shield_gen/emag_act(var/remaining_charges, var/mob/user)
|
||||
if(prob(75))
|
||||
src.locked = !src.locked
|
||||
@@ -76,14 +74,14 @@
|
||||
if(cap.owned_gen)
|
||||
continue
|
||||
if(get_dir(cap, src) == cap.dir && src.anchored)
|
||||
owned_capacitor = cap
|
||||
owned_capacitor.owned_gen = src
|
||||
// owned_capacitor = cap
|
||||
capacitors |= cap
|
||||
cap.owned_gen = src
|
||||
updateDialog()
|
||||
break
|
||||
// break
|
||||
else
|
||||
if(owned_capacitor && owned_capacitor.owned_gen == src)
|
||||
owned_capacitor.owned_gen = null
|
||||
owned_capacitor = null
|
||||
for(var/obj/machinery/shield_capacitor/capacitor in capacitors)
|
||||
capacitor.owned_gen = null
|
||||
else
|
||||
..()
|
||||
|
||||
@@ -105,7 +103,13 @@
|
||||
if(locked)
|
||||
t += "<i>Swipe your ID card to begin.</i>"
|
||||
else
|
||||
t += "[owned_capacitor ? "<font color=green>Charge capacitor connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
|
||||
t += "[capacitors.len ? "<font color=green>Charge capacitor(s) connected.</font>" : "<font color=red>Unable to locate charge capacitor!</font>"]<br>"
|
||||
var/i = 0
|
||||
for(var/obj/machinery/shield_capacitor/capacitor in capacitors)
|
||||
i++
|
||||
t += "Capacitor #[i]: [capacitor.active ? "<font color=green>Online.</font>" : "<font color=red>Offline.</font>"] \
|
||||
Charge: [round(capacitor.stored_charge/1000, 0.1)] kJ ([100 * round(capacitor.stored_charge/capacitor.max_charge, 0.01)]%) \
|
||||
Status: [capacitor.time_since_fail > 2 ? "<font color=green>OK.</font>" : "<font color=red>Discharging!</font>"]<br>"
|
||||
t += "This generator is: [active ? "<font color=green>Online</font>" : "<font color=red>Offline</font>" ] <a href='?src=\ref[src];toggle=1'>[active ? "\[Deactivate\]" : "\[Activate\]"]</a><br>"
|
||||
t += "Field Status: [time_since_fail > 2 ? "<font color=green>Stable</font>" : "<font color=red>Unstable</font>"]<br>"
|
||||
t += "Coverage Radius (restart required): \
|
||||
@@ -116,12 +120,17 @@
|
||||
<a href='?src=\ref[src];change_radius=1'>+</a> \
|
||||
<a href='?src=\ref[src];change_radius=5'>++</a> \
|
||||
<a href='?src=\ref[src];change_radius=50'>+++</a><br>"
|
||||
if(HasAbove(src.z) || HasBelow(src.z)) // Won't show up on maps lacking MultiZ support.
|
||||
t += "Vertical Shielding (restart required): \
|
||||
<a href='?src=\ref[src];z_range=-1'>-</a> \
|
||||
[z_range] Vertical Range \
|
||||
<a href='?src=\ref[src];z_range=1'>+</a><br>"
|
||||
t += "Overall Field Strength: [round(average_field_strength, 0.01)] Renwick ([target_field_strength ? round(100 * average_field_strength / target_field_strength, 0.1) : "NA"]%)<br>"
|
||||
t += "Upkeep Power: [round(field.len * max(average_field_strength * dissipation_rate, min_dissipation) / energy_conversion_rate)] W<br>"
|
||||
t += "Upkeep Power: [format_SI(round(field.len * max(average_field_strength * dissipation_rate, min_dissipation) / energy_conversion_rate), "W")]<br>"
|
||||
t += "Charge Rate: <a href='?src=\ref[src];strengthen_rate=-0.1'>--</a> \
|
||||
[strengthen_rate] Renwick/s \
|
||||
<a href='?src=\ref[src];strengthen_rate=0.1'>++</a><br>"
|
||||
t += "Shield Generation Power: [round(field.len * min(strengthen_rate, target_field_strength - average_field_strength) / energy_conversion_rate)] W<br>"
|
||||
t += "Shield Generation Power: [format_SI(round(field.len * min(strengthen_rate, target_field_strength - average_field_strength) / energy_conversion_rate), "W")]<br>"
|
||||
t += "Maximum Field Strength: \
|
||||
<a href='?src=\ref[src];target_field_strength=-10'>\[min\]</a> \
|
||||
<a href='?src=\ref[src];target_field_strength=-5'>--</a> \
|
||||
@@ -148,13 +157,28 @@
|
||||
var/renwick_upkeep_per_field = max(average_field_strength * dissipation_rate, min_dissipation)
|
||||
|
||||
//figure out how much energy we need to draw from the capacitor
|
||||
if(active && owned_capacitor && owned_capacitor.active)
|
||||
if(active && capacitors.len)
|
||||
// Get a list of active capacitors to drain from.
|
||||
var/list/active_capacitors = list()
|
||||
for(var/obj/machinery/shield_capacitor/capacitor in capacitors) // Some capacitors might be off. Exclude them.
|
||||
if(capacitor.active && capacitor.stored_charge > 0)
|
||||
active_capacitors |= capacitor
|
||||
|
||||
var/target_renwick_increase = min(target_field_strength - average_field_strength, strengthen_rate) + renwick_upkeep_per_field //per field tile
|
||||
|
||||
var/required_energy = field.len * target_renwick_increase / energy_conversion_rate
|
||||
var/assumed_charge = min(owned_capacitor.stored_charge, required_energy)
|
||||
|
||||
// Gets the charge for all capacitors
|
||||
var/sum_charge = 0
|
||||
for(var/obj/machinery/shield_capacitor/capacitor in active_capacitors)
|
||||
sum_charge += capacitor.stored_charge
|
||||
|
||||
var/assumed_charge = min(sum_charge, required_energy)
|
||||
total_renwick_increase = assumed_charge * energy_conversion_rate
|
||||
owned_capacitor.stored_charge -= assumed_charge
|
||||
|
||||
for(var/obj/machinery/shield_capacitor/capacitor in active_capacitors)
|
||||
capacitor.stored_charge -= max(assumed_charge / active_capacitors.len, 0) // Drain from all active capacitors evenly.
|
||||
|
||||
else
|
||||
renwick_upkeep_per_field = max(renwick_upkeep_per_field, 0.5)
|
||||
|
||||
@@ -162,12 +186,13 @@
|
||||
|
||||
average_field_strength = 0 //recalculate the average field strength
|
||||
for(var/obj/effect/energy_field/E in field)
|
||||
E.max_strength = target_field_strength
|
||||
var/amount_to_strengthen = renwick_increase_per_field - renwick_upkeep_per_field
|
||||
if(E.ticks_recovering > 0 && amount_to_strengthen > 0)
|
||||
E.Strengthen( min(amount_to_strengthen / 10, 0.1) )
|
||||
E.adjust_strength( min(amount_to_strengthen / 10, 0.1), 0 )
|
||||
E.ticks_recovering -= 1
|
||||
else
|
||||
E.Strengthen(amount_to_strengthen)
|
||||
E.adjust_strength(amount_to_strengthen, 0)
|
||||
|
||||
average_field_strength += E.strength
|
||||
|
||||
@@ -194,6 +219,8 @@
|
||||
strengthen_rate = between(0, strengthen_rate + text2num(href_list["strengthen_rate"]), max_strengthen_rate)
|
||||
else if( href_list["target_field_strength"] )
|
||||
target_field_strength = between(1, target_field_strength + text2num(href_list["target_field_strength"]), max_field_strength)
|
||||
else if( href_list["z_range"] )
|
||||
z_range = between(0, z_range + text2num(href_list["z_range"]), 10) // Max is extending ten z-levels up and down. Probably too big of a number but it shouldn't matter.
|
||||
|
||||
updateDialog()
|
||||
|
||||
@@ -213,16 +240,19 @@
|
||||
if(T in covered_turfs)
|
||||
covered_turfs.Remove(T)
|
||||
for(var/turf/O in covered_turfs)
|
||||
var/obj/effect/energy_field/E = new(O)
|
||||
var/obj/effect/energy_field/E = new(O, src)
|
||||
field.Add(E)
|
||||
covered_turfs = null
|
||||
|
||||
for(var/mob/M in view(5,src))
|
||||
M << "\icon[src] You hear heavy droning start up."
|
||||
for(var/obj/effect/energy_field/E in field) // Update the icons here to ensure all the shields have been made already.
|
||||
E.update_icon()
|
||||
else
|
||||
for(var/obj/effect/energy_field/D in field)
|
||||
field.Remove(D)
|
||||
D.loc = null
|
||||
//D.loc = null
|
||||
qdel(D)
|
||||
|
||||
for(var/mob/M in view(5,src))
|
||||
M << "\icon[src] You hear heavy droning fade out."
|
||||
@@ -236,12 +266,38 @@
|
||||
else
|
||||
icon_state = "generator0"
|
||||
|
||||
//TODO MAKE THIS MULTIZ COMPATIBLE
|
||||
//grab the border tiles in a circle around this machine
|
||||
/obj/machinery/shield_gen/proc/get_shielded_turfs()
|
||||
var/list/out = list()
|
||||
|
||||
var/turf/gen_turf = get_turf(src)
|
||||
var/turf/T = get_turf(src)
|
||||
if (!T)
|
||||
return
|
||||
|
||||
out += get_shielded_turfs_on_z_level(T)
|
||||
|
||||
if(z_range)
|
||||
var/i = z_range
|
||||
while(HasAbove(T.z) && i)
|
||||
T = GetAbove(T)
|
||||
i--
|
||||
if(istype(T))
|
||||
out += get_shielded_turfs_on_z_level(T)
|
||||
|
||||
T = get_turf(src)
|
||||
i = z_range
|
||||
|
||||
while(HasBelow(T.z) && i)
|
||||
T = GetBelow(T)
|
||||
i--
|
||||
if(istype(T))
|
||||
out += get_shielded_turfs_on_z_level(T)
|
||||
|
||||
return out
|
||||
|
||||
/obj/machinery/shield_gen/proc/get_shielded_turfs_on_z_level(var/turf/gen_turf)
|
||||
var/list/out = list()
|
||||
|
||||
if (!gen_turf)
|
||||
return
|
||||
|
||||
@@ -260,4 +316,4 @@
|
||||
T = locate(gen_turf.x + field_radius, gen_turf.y + y_offset, gen_turf.z)
|
||||
if (T) out += T
|
||||
|
||||
return out
|
||||
return out
|
||||
@@ -7,15 +7,13 @@
|
||||
/obj/machinery/shield_gen/external/New()
|
||||
..()
|
||||
|
||||
//NOT MULTIZ COMPATIBLE
|
||||
//Search for space turfs within range that are adjacent to a simulated turf.
|
||||
/obj/machinery/shield_gen/external/get_shielded_turfs()
|
||||
/obj/machinery/shield_gen/external/get_shielded_turfs_on_z_level(var/turf/gen_turf)
|
||||
var/list/out = list()
|
||||
|
||||
var/turf/gen_turf = get_turf(src)
|
||||
|
||||
if (!gen_turf)
|
||||
return
|
||||
|
||||
|
||||
var/turf/T
|
||||
for (var/x_offset = -field_radius; x_offset <= field_radius; x_offset++)
|
||||
for (var/y_offset = -field_radius; y_offset <= field_radius; y_offset++)
|
||||
@@ -24,4 +22,4 @@
|
||||
//check neighbors of T
|
||||
if (locate(/turf/simulated/) in orange(1, T))
|
||||
out += T
|
||||
return out
|
||||
return out
|
||||
@@ -12,7 +12,8 @@
|
||||
return 1
|
||||
if(locate(/obj/structure/table/bench) in get_turf(mover))
|
||||
return 0
|
||||
if(locate(/obj/structure/table) in get_turf(mover))
|
||||
var/obj/structure/table/table = locate(/obj/structure/table) in get_turf(mover)
|
||||
if(table && !table.flipped)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
@@ -30,9 +30,9 @@
|
||||
..()
|
||||
for(var/obj/effect/energy_field/E in created_field)
|
||||
if(E.strength < 1)
|
||||
E.Strengthen(0.15)
|
||||
E.adjust_strength(0.15, 0)
|
||||
else if(E.strength < 5)
|
||||
E.Strengthen(0.25)
|
||||
E.adjust_strength(0.25, 0)
|
||||
|
||||
/datum/artifact_effect/forcefield/UpdateMove()
|
||||
if(created_field.len && holder)
|
||||
|
||||
Reference in New Issue
Block a user