mirror of
https://github.com/yogstation13/Yogstation.git
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Backports several SSlighting improvements: overlay lighting (#17271)
* Backports SSlighting optimizations * Overlay lighting, first version compiles * Change conflicting defines * Sparks and beams dont count towards lumcount * Fix rendering * Various fixes * Fix errors * Fix PDA light 1 * a * Update game_options.txt * Fix plasmaman helmet * Fixes * Glowy changes Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
This commit is contained in:
@@ -31,7 +31,7 @@
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/area/ruin/powered)
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"g" = (
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/obj/item/flashlight/lamp/bananalamp{
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brightness_on = 10
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light_range = 10
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},
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/obj/structure/table/wood,
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/obj/structure/fans/tiny/invisible,
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@@ -107,8 +107,12 @@
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#define RAD_TEXT_LAYER 15.1
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#define ABOVE_LIGHTING_PLANE 16
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#define ABOVE_LIGHTING_LAYER 16
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#define O_LIGHTING_VISUAL_PLANE 16
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#define O_LIGHTING_VISUAL_LAYER 16
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#define O_LIGHTING_VISUAL_RENDER_TARGET "O_LIGHT_VISUAL_PLANE"
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#define ABOVE_LIGHTING_PLANE 17
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#define ABOVE_LIGHTING_LAYER 17
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#define ABOVE_LIGHTING_RENDER_TARGET "ABOVE_LIGHTING_PLANE"
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#define FLOOR_OPENSPACE_PLANE 17
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@@ -1,3 +1,16 @@
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///Object doesn't use any of the light systems. Should be changed to add a light source to the object.
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#define NO_LIGHT_SUPPORT 0
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///Light made with the lighting datums, applying a matrix.
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#define STATIC_LIGHT 1
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///Light made by masking the lighting darkness plane.
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#define MOVABLE_LIGHT 2
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///Is a movable light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.
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#define LIGHT_ATTACHED (1<<0)
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///This light doesn't affect turf's lumcount calculations. Set to 1<<15 to ignore conflicts
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#define LIGHT_NO_LUMCOUNT (1<<15)
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//Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it
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/// frequency, in 1/10ths of a second, of the lighting process
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#define LIGHTING_INTERVAL 5
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@@ -1,11 +1,20 @@
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// channel numbers for power
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#define EQUIP 1
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#define LIGHT 2
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#define ENVIRON 3
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#define TOTAL 4 //for total power used only
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#define STATIC_EQUIP 5
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#define STATIC_LIGHT 6
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#define STATIC_ENVIRON 7
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// These are indexes in a list, and indexes for "dynamic" and static channels should be kept contiguous
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#define AREA_USAGE_EQUIP 1
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#define AREA_USAGE_LIGHT 2
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#define AREA_USAGE_ENVIRON 3
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#define AREA_USAGE_TOTAL 4
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#define AREA_USAGE_STATIC_EQUIP 5
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#define AREA_USAGE_STATIC_LIGHT 6
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#define AREA_USAGE_STATIC_ENVIRON 7
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#define AREA_USAGE_LEN AREA_USAGE_STATIC_ENVIRON // largest idx
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/// Index of the first dynamic usage channel
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#define AREA_USAGE_DYNAMIC_START AREA_USAGE_EQUIP
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/// Index of the last dynamic usage channel
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#define AREA_USAGE_DYNAMIC_END AREA_USAGE_ENVIRON
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/// Index of the first static usage channel
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#define AREA_USAGE_STATIC_START AREA_USAGE_STATIC_EQUIP
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/// Index of the last static usage channel
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#define AREA_USAGE_STATIC_END AREA_USAGE_STATIC_ENVIRON
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//Power use
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#define NO_POWER_USE 0
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@@ -381,3 +381,6 @@
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///Define for spawning megafauna instead of a mob for cave gen
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#define SPAWN_MEGAFAUNA "bluh bluh huge boss"
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///Swarmer flags
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#define SWARMER_LIGHT_ON (1<<0)
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@@ -76,8 +76,9 @@
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/atom/movable/screen/plane_master/lighting/Initialize()
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. = ..()
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filters += filter(type="alpha", render_source=EMISSIVE_RENDER_TARGET, flags=MASK_INVERSE)
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filters += filter(type="alpha", render_source=EMISSIVE_UNBLOCKABLE_RENDER_TARGET, flags=MASK_INVERSE)
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filters += filter(type="alpha", render_source = EMISSIVE_RENDER_TARGET, flags = MASK_INVERSE)
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filters += filter(type="alpha", render_source = EMISSIVE_UNBLOCKABLE_RENDER_TARGET, flags = MASK_INVERSE)
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filters += filter(type="alpha", render_source = O_LIGHTING_VISUAL_RENDER_TARGET, flags = MASK_INVERSE)
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/**
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* Things placed on this mask the lighting plane. Doesn't render directly.
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@@ -155,3 +156,11 @@
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filters = list()
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if(istype(mymob) && mymob.client?.prefs?.ambientocclusion)
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filters += AMBIENT_OCCLUSION
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/atom/movable/screen/plane_master/o_light_visual
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name = "overlight light visual plane master"
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layer = O_LIGHTING_VISUAL_LAYER
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plane = O_LIGHTING_VISUAL_PLANE
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render_target = O_LIGHTING_VISUAL_RENDER_TARGET
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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blend_mode = BLEND_MULTIPLY
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@@ -1,17 +1,16 @@
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GLOBAL_LIST_EMPTY(lighting_update_lights) // List of lighting sources queued for update.
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GLOBAL_LIST_EMPTY(lighting_update_corners) // List of lighting corners queued for update.
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GLOBAL_LIST_EMPTY(lighting_update_objects) // List of lighting objects queued for update.
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SUBSYSTEM_DEF(lighting)
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name = "Lighting"
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wait = 2
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init_order = INIT_ORDER_LIGHTING
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flags = SS_TICKER
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var/static/list/sources_queue = list() // List of lighting sources queued for update.
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var/static/list/corners_queue = list() // List of lighting corners queued for update.
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var/static/list/objects_queue = list() // List of lighting objects queued for update.
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loading_points = 6 SECONDS // Yogs -- loading times
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/datum/controller/subsystem/lighting/stat_entry(msg)
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msg = "L:[GLOB.lighting_update_lights.len]|C:[GLOB.lighting_update_corners.len]|O:[GLOB.lighting_update_objects.len]"
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msg = "L:[length(sources_queue)]|C:[length(corners_queue)]|O:[length(objects_queue)]"
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return ..()
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@@ -34,9 +33,10 @@ SUBSYSTEM_DEF(lighting)
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MC_SPLIT_TICK_INIT(3)
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if(!init_tick_checks)
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MC_SPLIT_TICK
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var/list/queue = sources_queue
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var/i = 0
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for (i in 1 to GLOB.lighting_update_lights.len)
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var/datum/light_source/L = GLOB.lighting_update_lights[i]
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for (i in 1 to length(queue))
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var/datum/light_source/L = queue[i]
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L.update_corners()
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@@ -47,31 +47,34 @@ SUBSYSTEM_DEF(lighting)
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else if (MC_TICK_CHECK)
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break
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if (i)
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GLOB.lighting_update_lights.Cut(1, i+1)
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queue.Cut(1, i+1)
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i = 0
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if(!init_tick_checks)
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MC_SPLIT_TICK
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for (i in 1 to GLOB.lighting_update_corners.len)
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var/datum/lighting_corner/C = GLOB.lighting_update_corners[i]
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queue = corners_queue
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for (i in 1 to length(queue))
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var/datum/lighting_corner/C = queue[i]
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C.needs_update = FALSE //update_objects() can call qdel if the corner is storing no data
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C.update_objects()
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C.needs_update = FALSE
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if(init_tick_checks)
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CHECK_TICK
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else if (MC_TICK_CHECK)
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break
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if (i)
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GLOB.lighting_update_corners.Cut(1, i+1)
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queue.Cut(1, i+1)
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i = 0
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if(!init_tick_checks)
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MC_SPLIT_TICK
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for (i in 1 to GLOB.lighting_update_objects.len)
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var/datum/lighting_object/O = GLOB.lighting_update_objects[i]
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queue = objects_queue
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for (i in 1 to length(queue))
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var/datum/lighting_object/O = queue[i]
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if (QDELETED(O))
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continue
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@@ -83,7 +86,7 @@ SUBSYSTEM_DEF(lighting)
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else if (MC_TICK_CHECK)
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break
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if (i)
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GLOB.lighting_update_objects.Cut(1, i+1)
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queue.Cut(1, i+1)
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/datum/controller/subsystem/lighting/Recover()
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381
code/datums/components/overlay_lighting.dm
Normal file
381
code/datums/components/overlay_lighting.dm
Normal file
@@ -0,0 +1,381 @@
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///For switchable lights, is it on and currently emitting light?
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#define LIGHTING_ON (1<<0)
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///Is the parent attached to something else, its loc? Then we need to keep an eye of this.
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#define LIGHTING_ATTACHED (1<<1)
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#define GET_PARENT (parent_attached_to || parent)
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/**
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* Movable atom overlay-based lighting component.
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*
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* * Component works by applying a visual object to the parent target.
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*
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* * The component tracks the parent's loc to determine the current_holder.
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* * The current_holder is either the parent or its loc, whichever is on a turf. If none, then the current_holder is null and the light is not visible.
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*
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* * Lighting works at its base by applying a dark overlay and "cutting" said darkness with light, adding (possibly colored) transparency.
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* * This component uses the visible_mask visual object to apply said light mask on the darkness.
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*
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* * The main limitation of this system is that it uses a limited number of pre-baked geometrical shapes, but for most uses it does the job.
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*
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* * Another limitation is for big lights: you only see the light if you see the object emiting it.
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* * For small objects this is good (you can't see them behind a wall), but for big ones this quickly becomes prety clumsy.
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*/
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/datum/component/overlay_lighting
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///How far the light reaches, float.
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var/range = 1
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///Ceiling of range, integer without decimal entries.
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var/lumcount_range = 0
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///How much this light affects the dynamic_lumcount of turfs.
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var/real_lum_power = 0.5
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///The lum power being used
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var/used_lum_power = 0.5
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///Transparency value.
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var/set_alpha = 0
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///For light sources that can be turned on and off.
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var/overlay_lighting_flags = NONE
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///Cache of the possible light overlays, according to size.
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var/static/list/light_overlays = list(
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"32" = 'icons/effects/light_overlays/light_32.dmi',
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"64" = 'icons/effects/light_overlays/light_64.dmi',
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"96" = 'icons/effects/light_overlays/light_96.dmi',
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"128" = 'icons/effects/light_overlays/light_128.dmi',
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"160" = 'icons/effects/light_overlays/light_160.dmi',
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"192" = 'icons/effects/light_overlays/light_192.dmi',
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"224" = 'icons/effects/light_overlays/light_224.dmi',
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"256" = 'icons/effects/light_overlays/light_256.dmi',
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"288" = 'icons/effects/light_overlays/light_288.dmi',
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"320" = 'icons/effects/light_overlays/light_320.dmi',
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"352" = 'icons/effects/light_overlays/light_352.dmi',
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)
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///Overlay effect to cut into the darkness and provide light.
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var/obj/effect/overlay/light_visible/visible_mask
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///Lazy list to track the turfs being affected by our light, to determine their visibility.
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var/list/turf/affected_turfs
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///Movable atom currently holding the light. Parent might be a flashlight, for example, but that might be held by a mob or something else.
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var/atom/movable/current_holder
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///Movable atom the parent is attached to. For example, a flashlight into a helmet or gun. We'll need to track the thing the parent is attached to as if it were the parent itself.
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var/atom/movable/parent_attached_to
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/datum/component/overlay_lighting/Initialize(_range, _power, _color, starts_on)
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if(!ismovable(parent))
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return COMPONENT_INCOMPATIBLE
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var/atom/movable/movable_parent = parent
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if(movable_parent.light_system != MOVABLE_LIGHT)
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stack_trace("[type] added to [parent], with [movable_parent.light_system] value for the light_system var. Use [MOVABLE_LIGHT] instead.")
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return COMPONENT_INCOMPATIBLE
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. = ..()
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visible_mask = new()
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if(!isnull(_range))
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movable_parent.set_light_range(_range)
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set_range(parent, movable_parent.light_range)
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if(!isnull(_power))
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movable_parent.set_light_power(_power)
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set_power(parent, movable_parent.light_power)
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if(!isnull(_color))
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movable_parent.set_light_color(_color)
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set_color(parent, movable_parent.light_color)
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if(!isnull(starts_on))
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movable_parent.set_light_on(starts_on)
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/datum/component/overlay_lighting/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/on_parent_moved)
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RegisterSignal(parent, COMSIG_ATOM_SET_LIGHT_RANGE, .proc/set_range)
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RegisterSignal(parent, COMSIG_ATOM_SET_LIGHT_POWER, .proc/set_power)
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RegisterSignal(parent, COMSIG_ATOM_SET_LIGHT_COLOR, .proc/set_color)
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RegisterSignal(parent, COMSIG_ATOM_SET_LIGHT_ON, .proc/on_toggle)
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RegisterSignal(parent, COMSIG_ATOM_SET_LIGHT_FLAGS, .proc/on_light_flags_change)
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var/atom/movable/movable_parent = parent
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if(movable_parent.light_flags & LIGHT_ATTACHED)
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overlay_lighting_flags |= LIGHTING_ATTACHED
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set_parent_attached_to(ismovable(movable_parent.loc) ? movable_parent.loc : null)
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if(movable_parent.light_flags & LIGHT_NO_LUMCOUNT)
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overlay_lighting_flags |= LIGHT_NO_LUMCOUNT
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set_lum_power(real_lum_power)
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check_holder()
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if(movable_parent.light_on)
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turn_on()
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/datum/component/overlay_lighting/UnregisterFromParent()
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overlay_lighting_flags &= ~LIGHTING_ATTACHED
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set_parent_attached_to(null)
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set_holder(null)
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clean_old_turfs()
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UnregisterSignal(parent, list(
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COMSIG_MOVABLE_MOVED,
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COMSIG_ATOM_SET_LIGHT_RANGE,
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COMSIG_ATOM_SET_LIGHT_POWER,
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COMSIG_ATOM_SET_LIGHT_COLOR,
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COMSIG_ATOM_SET_LIGHT_ON,
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COMSIG_ATOM_SET_LIGHT_FLAGS,
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))
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if(overlay_lighting_flags & LIGHTING_ON)
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turn_off()
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return ..()
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/datum/component/overlay_lighting/Destroy()
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set_parent_attached_to(null)
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set_holder(null)
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clean_old_turfs()
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QDEL_NULL(visible_mask)
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return ..()
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///Clears the affected_turfs lazylist, removing from its contents the effects of being near the light.
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/datum/component/overlay_lighting/proc/clean_old_turfs()
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for(var/turf/lit_turf as anything in affected_turfs)
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lit_turf.dynamic_lumcount -= used_lum_power
|
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affected_turfs = null
|
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|
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///Populates the affected_turfs lazylist, adding to its contents the effects of being near the light.
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/datum/component/overlay_lighting/proc/get_new_turfs()
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if(!current_holder)
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return
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for(var/turf/lit_turf in view(lumcount_range, get_turf(current_holder)))
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lit_turf.dynamic_lumcount += used_lum_power
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LAZYADD(affected_turfs, lit_turf)
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///Clears the old affected turfs and populates the new ones.
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/datum/component/overlay_lighting/proc/make_luminosity_update()
|
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clean_old_turfs()
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if(!isturf(current_holder?.loc))
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return
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get_new_turfs()
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||||
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///Adds the luminosity and source for the afected movable atoms to keep track of their visibility.
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/datum/component/overlay_lighting/proc/add_dynamic_lumi(atom/movable/affected_movable)
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LAZYSET(affected_movable.affected_dynamic_lights, src, lumcount_range + 1)
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affected_movable.vis_contents += visible_mask
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affected_movable.update_dynamic_luminosity()
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///Removes the luminosity and source for the afected movable atoms to keep track of their visibility.
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/datum/component/overlay_lighting/proc/remove_dynamic_lumi(atom/movable/affected_movable)
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LAZYREMOVE(affected_movable.affected_dynamic_lights, src)
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affected_movable.vis_contents -= visible_mask
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affected_movable.update_dynamic_luminosity()
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///Called to change the value of parent_attached_to.
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/datum/component/overlay_lighting/proc/set_parent_attached_to(atom/movable/new_parent_attached_to)
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if(new_parent_attached_to == parent_attached_to)
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return
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. = parent_attached_to
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parent_attached_to = new_parent_attached_to
|
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if(.)
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var/atom/movable/old_parent_attached_to = .
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UnregisterSignal(old_parent_attached_to, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED))
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if(old_parent_attached_to == current_holder)
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RegisterSignal(old_parent_attached_to, COMSIG_PARENT_QDELETING, .proc/on_holder_qdel)
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RegisterSignal(old_parent_attached_to, COMSIG_MOVABLE_MOVED, .proc/on_holder_moved)
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if(parent_attached_to)
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if(parent_attached_to == current_holder)
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UnregisterSignal(current_holder, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED))
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RegisterSignal(parent_attached_to, COMSIG_PARENT_QDELETING, .proc/on_parent_attached_to_qdel)
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RegisterSignal(parent_attached_to, COMSIG_MOVABLE_MOVED, .proc/on_parent_attached_to_moved)
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check_holder()
|
||||
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||||
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||||
///Called to change the value of current_holder.
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||||
/datum/component/overlay_lighting/proc/set_holder(atom/movable/new_holder)
|
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if(new_holder == current_holder)
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return
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if(current_holder)
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||||
if(current_holder != parent && current_holder != parent_attached_to)
|
||||
UnregisterSignal(current_holder, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED))
|
||||
if(overlay_lighting_flags & LIGHTING_ON)
|
||||
remove_dynamic_lumi(current_holder)
|
||||
current_holder = new_holder
|
||||
if(new_holder == null)
|
||||
clean_old_turfs()
|
||||
return
|
||||
if(overlay_lighting_flags & LIGHTING_ON)
|
||||
add_dynamic_lumi(new_holder)
|
||||
if(new_holder != parent && new_holder != parent_attached_to)
|
||||
RegisterSignal(new_holder, COMSIG_PARENT_QDELETING, .proc/on_holder_qdel)
|
||||
RegisterSignal(new_holder, COMSIG_MOVABLE_MOVED, .proc/on_holder_moved)
|
||||
|
||||
|
||||
///Used to determine the new valid current_holder from the parent's loc.
|
||||
/datum/component/overlay_lighting/proc/check_holder()
|
||||
var/atom/movable/movable_parent = GET_PARENT
|
||||
if(isturf(movable_parent.loc))
|
||||
set_holder(movable_parent)
|
||||
return
|
||||
var/atom/inside = movable_parent.loc //Parent's loc
|
||||
if(isnull(inside))
|
||||
set_holder(null)
|
||||
return
|
||||
if(isturf(inside.loc))
|
||||
set_holder(inside)
|
||||
return
|
||||
set_holder(null)
|
||||
|
||||
|
||||
///Called when the current_holder is qdeleted, to remove the light effect.
|
||||
/datum/component/overlay_lighting/proc/on_holder_qdel(atom/movable/source, force)
|
||||
UnregisterSignal(current_holder, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED))
|
||||
set_holder(null)
|
||||
|
||||
|
||||
///Called when current_holder changes loc.
|
||||
/datum/component/overlay_lighting/proc/on_holder_moved(atom/movable/source, OldLoc, Dir, Forced)
|
||||
if(!(overlay_lighting_flags & LIGHTING_ON))
|
||||
return
|
||||
make_luminosity_update()
|
||||
|
||||
|
||||
///Called when parent changes loc.
|
||||
/datum/component/overlay_lighting/proc/on_parent_moved(atom/movable/source, OldLoc, Dir, Forced)
|
||||
var/atom/movable/movable_parent = parent
|
||||
if(overlay_lighting_flags & LIGHTING_ATTACHED)
|
||||
set_parent_attached_to(ismovable(movable_parent.loc) ? movable_parent.loc : null)
|
||||
check_holder()
|
||||
if(!(overlay_lighting_flags & LIGHTING_ON) || !current_holder)
|
||||
return
|
||||
make_luminosity_update()
|
||||
|
||||
|
||||
///Called when the current_holder is qdeleted, to remove the light effect.
|
||||
/datum/component/overlay_lighting/proc/on_parent_attached_to_qdel(atom/movable/source, force)
|
||||
UnregisterSignal(parent_attached_to, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED))
|
||||
if(parent_attached_to == current_holder)
|
||||
set_holder(null)
|
||||
set_parent_attached_to(null)
|
||||
|
||||
|
||||
///Called when parent_attached_to changes loc.
|
||||
/datum/component/overlay_lighting/proc/on_parent_attached_to_moved(atom/movable/source, OldLoc, Dir, Forced)
|
||||
check_holder()
|
||||
if(!(overlay_lighting_flags & LIGHTING_ON) || !current_holder)
|
||||
return
|
||||
make_luminosity_update()
|
||||
|
||||
|
||||
///Changes the range which the light reaches. 0 means no light, 6 is the maximum value.
|
||||
/datum/component/overlay_lighting/proc/set_range(atom/source, new_range)
|
||||
if(range == new_range)
|
||||
return
|
||||
if(range == 0)
|
||||
turn_off()
|
||||
range = clamp(CEILING(new_range, 0.5), 1, 6)
|
||||
var/pixel_bounds = ((range - 1) * 64) + 32
|
||||
lumcount_range = CEILING(range, 1)
|
||||
visible_mask.icon = light_overlays["[pixel_bounds]"]
|
||||
if(pixel_bounds == 32)
|
||||
visible_mask.transform = null
|
||||
return
|
||||
var/offset = (pixel_bounds - 32) * 0.5
|
||||
var/matrix/transform = new
|
||||
transform.Translate(-offset, -offset)
|
||||
visible_mask.transform = transform
|
||||
if(overlay_lighting_flags & LIGHTING_ON)
|
||||
make_luminosity_update()
|
||||
|
||||
|
||||
///Changes the intensity/brightness of the light by altering the visual object's alpha.
|
||||
/datum/component/overlay_lighting/proc/set_power(atom/source, new_power)
|
||||
set_lum_power(new_power >= 0 ? 0.5 : -0.5)
|
||||
set_alpha = min(230, (abs(new_power) * 120) + 30)
|
||||
visible_mask.alpha = set_alpha
|
||||
|
||||
|
||||
///Changes the light's color, pretty straightforward.
|
||||
/datum/component/overlay_lighting/proc/set_color(atom/source, new_color)
|
||||
visible_mask.color = new_color
|
||||
|
||||
|
||||
///Toggles the light on and off.
|
||||
/datum/component/overlay_lighting/proc/on_toggle(atom/source, new_value)
|
||||
if(new_value) //Truthy value input, turn on.
|
||||
turn_on()
|
||||
return
|
||||
turn_off() //Falsey value, turn off.
|
||||
|
||||
|
||||
///Triggered right before the parent light flags change.
|
||||
/datum/component/overlay_lighting/proc/on_light_flags_change(atom/source, new_value)
|
||||
var/atom/movable/movable_parent = parent
|
||||
if(new_value & LIGHT_ATTACHED)
|
||||
if(!(movable_parent.light_flags & LIGHT_ATTACHED)) //Gained the LIGHT_ATTACHED property.
|
||||
overlay_lighting_flags |= LIGHTING_ATTACHED
|
||||
if(ismovable(movable_parent.loc))
|
||||
set_parent_attached_to(movable_parent.loc)
|
||||
else if(movable_parent.light_flags & LIGHT_ATTACHED) //Lost the LIGHT_ATTACHED property.
|
||||
overlay_lighting_flags &= ~LIGHTING_ATTACHED
|
||||
set_parent_attached_to(null)
|
||||
|
||||
if(new_value & LIGHT_NO_LUMCOUNT)
|
||||
if(!(movable_parent.light_flags & LIGHT_NO_LUMCOUNT)) //Gained the NO_LUMCOUNT property
|
||||
overlay_lighting_flags |= LIGHT_NO_LUMCOUNT
|
||||
//Recalculate affecting
|
||||
set_lum_power(real_lum_power)
|
||||
else if(movable_parent.light_flags & LIGHT_NO_LUMCOUNT) //Lost the NO_LUMCOUNT property
|
||||
overlay_lighting_flags &= ~LIGHT_NO_LUMCOUNT
|
||||
//Recalculate affecting
|
||||
set_lum_power(real_lum_power)
|
||||
|
||||
|
||||
///Toggles the light on.
|
||||
/datum/component/overlay_lighting/proc/turn_on()
|
||||
if(overlay_lighting_flags & LIGHTING_ON)
|
||||
return
|
||||
if(current_holder)
|
||||
add_dynamic_lumi(current_holder)
|
||||
overlay_lighting_flags |= LIGHTING_ON
|
||||
get_new_turfs()
|
||||
|
||||
|
||||
///Toggles the light off.
|
||||
/datum/component/overlay_lighting/proc/turn_off()
|
||||
if(!(overlay_lighting_flags & LIGHTING_ON))
|
||||
return
|
||||
if(current_holder)
|
||||
remove_dynamic_lumi(current_holder)
|
||||
overlay_lighting_flags &= ~LIGHTING_ON
|
||||
clean_old_turfs()
|
||||
|
||||
|
||||
///Here we append the behavior associated to changing lum_power.
|
||||
/datum/component/overlay_lighting/proc/set_lum_power(new_lum_power)
|
||||
//Get the simulated luminosity count (If we have no lumcount, this is set to 0)
|
||||
var/simulated_lum_power = new_lum_power
|
||||
if(overlay_lighting_flags & LIGHT_NO_LUMCOUNT)
|
||||
simulated_lum_power = 0
|
||||
//The new lum power is the same
|
||||
if(used_lum_power == simulated_lum_power)
|
||||
//This light doesn't affect lumcount, but lum_power must be updated regardless
|
||||
if(new_lum_power != simulated_lum_power)
|
||||
. = real_lum_power
|
||||
real_lum_power = new_lum_power
|
||||
return
|
||||
//Set the return value to the old lum power
|
||||
. = real_lum_power
|
||||
real_lum_power = new_lum_power
|
||||
//Get the old used lum power
|
||||
var/old_lum_power = used_lum_power
|
||||
used_lum_power = simulated_lum_power
|
||||
//Calculate the difference
|
||||
var/difference = old_lum_power - used_lum_power
|
||||
//Apply it to any turf we are affecting
|
||||
for(var/t in affected_turfs)
|
||||
var/turf/lit_turf = t
|
||||
lit_turf.dynamic_lumcount -= difference
|
||||
|
||||
|
||||
#undef LIGHTING_ON
|
||||
#undef LIGHTING_ATTACHED
|
||||
#undef GET_PARENT
|
||||
@@ -194,7 +194,6 @@
|
||||
var/obj/effect/dummy/luminescent_glow/glowth //shamelessly copied from luminescents
|
||||
var/glow = 3.5
|
||||
var/range = 2.5
|
||||
var/color
|
||||
var/current_nullify_timer // For veil yogstation\code\modules\antagonists\shadowling\shadowling_abilities.dm
|
||||
power_coeff = 1
|
||||
conflicts = list(/datum/mutation/human/glow/anti)
|
||||
@@ -209,16 +208,19 @@
|
||||
/datum/mutation/human/glow/modify()
|
||||
if(!glowth)
|
||||
return
|
||||
var/power = GET_MUTATION_POWER(src)
|
||||
|
||||
var/glow_color
|
||||
|
||||
if(owner.dna.features["mcolor"][1] != "#")
|
||||
//if it doesn't start with a pound, it needs that for the color
|
||||
color += "#"
|
||||
glow_color += "#"
|
||||
if(length(owner.dna.features["mcolor"]) < 6)
|
||||
//this atrocity converts shorthand hex rgb back into full hex that's required for light to be given a functional value
|
||||
color += owner.dna.features["mcolor"][1] + owner.dna.features["mcolor"][1] + owner.dna.features["mcolor"][2] + owner.dna.features["mcolor"][2] + owner.dna.features["mcolor"][3] + owner.dna.features["mcolor"][3]
|
||||
glow_color += owner.dna.features["mcolor"][1] + owner.dna.features["mcolor"][1] + owner.dna.features["mcolor"][2] + owner.dna.features["mcolor"][2] + owner.dna.features["mcolor"][3] + owner.dna.features["mcolor"][3]
|
||||
else
|
||||
color += owner.dna.features["mcolor"]
|
||||
glowth.set_light(range * power, glow * power, color)
|
||||
glow_color += owner.dna.features["mcolor"]
|
||||
|
||||
glowth.set_light_range_power_color(range * GET_MUTATION_POWER(src), glow, glow_color)
|
||||
|
||||
/datum/mutation/human/glow/on_losing(mob/living/carbon/human/owner)
|
||||
. = ..()
|
||||
|
||||
@@ -553,11 +553,11 @@ GLOBAL_LIST_EMPTY(teleportlocs)
|
||||
if(always_unpowered)
|
||||
return 0
|
||||
switch(chan)
|
||||
if(EQUIP)
|
||||
if(AREA_USAGE_EQUIP)
|
||||
return power_equip
|
||||
if(LIGHT)
|
||||
if(AREA_USAGE_LIGHT)
|
||||
return power_light
|
||||
if(ENVIRON)
|
||||
if(AREA_USAGE_ENVIRON)
|
||||
return power_environ
|
||||
|
||||
return 0
|
||||
@@ -584,19 +584,19 @@ GLOBAL_LIST_EMPTY(teleportlocs)
|
||||
/area/proc/usage(chan)
|
||||
var/used = 0
|
||||
switch(chan)
|
||||
if(LIGHT)
|
||||
if(AREA_USAGE_LIGHT)
|
||||
used += used_light
|
||||
if(EQUIP)
|
||||
if(AREA_USAGE_EQUIP)
|
||||
used += used_equip
|
||||
if(ENVIRON)
|
||||
if(AREA_USAGE_ENVIRON)
|
||||
used += used_environ
|
||||
if(TOTAL)
|
||||
if(AREA_USAGE_TOTAL)
|
||||
used += used_light + used_equip + used_environ
|
||||
if(STATIC_EQUIP)
|
||||
if(AREA_USAGE_STATIC_EQUIP)
|
||||
used += static_equip
|
||||
if(STATIC_LIGHT)
|
||||
if(AREA_USAGE_STATIC_LIGHT)
|
||||
used += static_light
|
||||
if(STATIC_ENVIRON)
|
||||
if(AREA_USAGE_STATIC_ENVIRON)
|
||||
used += static_environ
|
||||
return used
|
||||
|
||||
@@ -604,17 +604,17 @@ GLOBAL_LIST_EMPTY(teleportlocs)
|
||||
* Add a static amount of power load to an area
|
||||
*
|
||||
* Possible channels
|
||||
* *STATIC_EQUIP
|
||||
* *STATIC_LIGHT
|
||||
* *STATIC_ENVIRON
|
||||
* *AREA_USAGE_STATIC_EQUIP
|
||||
* *AREA_USAGE_STATIC_LIGHT
|
||||
* *AREA_USAGE_STATIC_ENVIRON
|
||||
*/
|
||||
/area/proc/addStaticPower(value, powerchannel)
|
||||
switch(powerchannel)
|
||||
if(STATIC_EQUIP)
|
||||
if(AREA_USAGE_STATIC_EQUIP)
|
||||
static_equip += value
|
||||
if(STATIC_LIGHT)
|
||||
if(AREA_USAGE_STATIC_LIGHT)
|
||||
static_light += value
|
||||
if(STATIC_ENVIRON)
|
||||
if(AREA_USAGE_STATIC_ENVIRON)
|
||||
static_environ += value
|
||||
|
||||
/**
|
||||
@@ -633,11 +633,11 @@ GLOBAL_LIST_EMPTY(teleportlocs)
|
||||
/area/proc/use_power(amount, chan)
|
||||
amount *= POWER_MOD
|
||||
switch(chan)
|
||||
if(EQUIP)
|
||||
if(AREA_USAGE_EQUIP)
|
||||
used_equip += amount
|
||||
if(LIGHT)
|
||||
if(AREA_USAGE_LIGHT)
|
||||
used_light += amount
|
||||
if(ENVIRON)
|
||||
if(AREA_USAGE_ENVIRON)
|
||||
used_environ += amount
|
||||
|
||||
/**
|
||||
|
||||
@@ -152,7 +152,7 @@
|
||||
if(color)
|
||||
add_atom_colour(color, FIXED_COLOUR_PRIORITY)
|
||||
|
||||
if (light_power && light_range)
|
||||
if (light_system == STATIC_LIGHT && light_power && light_range)
|
||||
update_light()
|
||||
|
||||
if (opacity && isturf(loc))
|
||||
|
||||
@@ -53,6 +53,11 @@
|
||||
/// The degree of pressure protection that mobs in list/contents have from the external environment, between 0 and 1
|
||||
var/contents_pressure_protection = 0
|
||||
|
||||
///Lazylist to keep track on the sources of illumination.
|
||||
var/list/affected_dynamic_lights
|
||||
///Highest-intensity light affecting us, which determines our visibility.
|
||||
var/affecting_dynamic_lumi = 0
|
||||
|
||||
|
||||
/atom/movable/Initialize(mapload)
|
||||
. = ..()
|
||||
@@ -63,6 +68,9 @@
|
||||
render_target = ref(src)
|
||||
em_block = new(src, render_target)
|
||||
vis_contents += em_block
|
||||
|
||||
if(light_system == MOVABLE_LIGHT)
|
||||
AddComponent(/datum/component/overlay_lighting)
|
||||
|
||||
/atom/movable/Destroy()
|
||||
QDEL_NULL(em_block)
|
||||
|
||||
@@ -21,9 +21,9 @@ Class Variables:
|
||||
power_channel (num)
|
||||
What channel to draw from when drawing power for power mode
|
||||
Possible Values:
|
||||
EQUIP:0 -- Equipment Channel
|
||||
LIGHT:2 -- Lighting Channel
|
||||
ENVIRON:3 -- Environment Channel
|
||||
AREA_USAGE_EQUIP:0 -- Equipment Channel
|
||||
AREA_USAGE_LIGHT:2 -- Lighting Channel
|
||||
AREA_USAGE_ENVIRON:3 -- Environment Channel
|
||||
|
||||
component_parts (list)
|
||||
A list of component parts of machine used by frame based machines.
|
||||
@@ -53,11 +53,11 @@ Class Procs:
|
||||
Default definition uses 'use_power', 'power_channel', 'active_power_usage',
|
||||
'idle_power_usage', 'powered()', and 'use_power()' implement behavior.
|
||||
|
||||
powered(chan = EQUIP) 'modules/power/power.dm'
|
||||
powered(chan = AREA_USAGE_EQUIP) 'modules/power/power.dm'
|
||||
Checks to see if area that contains the object has power available for power
|
||||
channel given in 'chan'.
|
||||
|
||||
use_power(amount, chan=EQUIP) 'modules/power/power.dm'
|
||||
use_power(amount, chan=AREA_USAGE_EQUIP) 'modules/power/power.dm'
|
||||
Deducts 'amount' from the power channel 'chan' of the area that contains the object.
|
||||
|
||||
power_change() 'modules/power/power.dm'
|
||||
@@ -103,8 +103,8 @@ Class Procs:
|
||||
//2 = run auto, use active
|
||||
var/idle_power_usage = 0
|
||||
var/active_power_usage = 0
|
||||
var/power_channel = EQUIP
|
||||
//EQUIP,ENVIRON or LIGHT
|
||||
var/power_channel = AREA_USAGE_EQUIP
|
||||
//AREA_USAGE_EQUIP, AREA_USAGE_ENVIRON or AREA_USAGE_LIGHT
|
||||
var/wire_compatible = FALSE
|
||||
|
||||
var/list/component_parts = null //list of all the parts used to build it, if made from certain kinds of frames.
|
||||
|
||||
@@ -90,7 +90,7 @@
|
||||
name = "airlock sensor"
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
|
||||
var/id_tag
|
||||
var/master_tag
|
||||
|
||||
@@ -49,7 +49,7 @@
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 4
|
||||
active_power_usage = 8
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
req_access = list(ACCESS_ATMOSPHERICS)
|
||||
max_integrity = 250
|
||||
integrity_failure = 80
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "doorctrl"
|
||||
var/skin = "doorctrl"
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
var/obj/item/assembly/device
|
||||
var/obj/item/electronics/airlock/board
|
||||
var/device_type = null
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 5
|
||||
active_power_usage = 60
|
||||
power_channel = EQUIP
|
||||
power_channel = AREA_USAGE_EQUIP
|
||||
circuit = /obj/item/circuitboard/machine/cell_charger
|
||||
pass_flags = PASSTABLE
|
||||
var/obj/item/stock_parts/cell/charging = null
|
||||
|
||||
@@ -9,7 +9,10 @@
|
||||
max_integrity = 200
|
||||
integrity_failure = 100
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 20)
|
||||
var/brightness_on = 1
|
||||
light_system = STATIC_LIGHT
|
||||
light_range = 2
|
||||
light_power = 1
|
||||
light_on = TRUE
|
||||
var/icon_keyboard = "generic_key"
|
||||
var/icon_screen = "generic"
|
||||
var/clockwork = FALSE
|
||||
@@ -98,9 +101,9 @@
|
||||
if(!.)
|
||||
return // reduce unneeded light changes
|
||||
if(stat & NOPOWER)
|
||||
set_light(0)
|
||||
set_light(FALSE)
|
||||
else
|
||||
set_light(brightness_on)
|
||||
set_light(TRUE)
|
||||
|
||||
/obj/machinery/computer/screwdriver_act(mob/living/user, obj/item/I)
|
||||
if(..())
|
||||
|
||||
@@ -187,60 +187,28 @@
|
||||
var/turf/cen = get_turf(src)
|
||||
FOR_DVIEW(var/turf/t, 3, get_turf(src),INVISIBILITY_LIGHTING)
|
||||
if(t.x == cen.x && t.y > cen.y)
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_RED
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_RED)
|
||||
continue
|
||||
if(t.x == cen.x && t.y < cen.y)
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_PURPLE
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_PURPLE)
|
||||
continue
|
||||
if(t.x > cen.x && t.y == cen.y)
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_YELLOW
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_YELLOW)
|
||||
continue
|
||||
if(t.x < cen.x && t.y == cen.y)
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_GREEN
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_GREEN)
|
||||
continue
|
||||
if((t.x+1 == cen.x && t.y+1 == cen.y) || (t.x+2==cen.x && t.y+2 == cen.y))
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_ORANGE
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1.4+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1.4 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_ORANGE)
|
||||
continue
|
||||
if((t.x-1 == cen.x && t.y-1 == cen.y) || (t.x-2==cen.x && t.y-2 == cen.y))
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_CYAN
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1.4+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1.4 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_CYAN)
|
||||
continue
|
||||
if((t.x-1 == cen.x && t.y+1 == cen.y) || (t.x-2==cen.x && t.y+2 == cen.y))
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_BLUEGREEN
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1.4+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1.4 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_BLUEGREEN)
|
||||
continue
|
||||
if((t.x+1 == cen.x && t.y-1 == cen.y) || (t.x+2==cen.x && t.y-2 == cen.y))
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_BLUE
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1.4+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1.4 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_BLUE)
|
||||
continue
|
||||
continue
|
||||
FOR_DVIEW_END
|
||||
@@ -272,61 +240,80 @@
|
||||
sleep(0.7 SECONDS)
|
||||
if(selection.song_name == "Engineering's Ultimate High-Energy Hustle")
|
||||
sleep(28 SECONDS)
|
||||
for(var/obj/reveal in sparkles)
|
||||
for(var/s in sparkles)
|
||||
var/obj/effect/overlay/sparkles/reveal = s
|
||||
reveal.alpha = 255
|
||||
while(active)
|
||||
for(var/obj/item/flashlight/spotlight/glow in spotlights) // The multiples reflects custom adjustments to each colors after dozens of tests
|
||||
if(QDELETED(src) || !active || QDELETED(glow))
|
||||
for(var/g in spotlights) // The multiples reflects custom adjustments to each colors after dozens of tests
|
||||
var/obj/item/flashlight/spotlight/glow = g
|
||||
if(QDELETED(glow))
|
||||
stack_trace("[glow?.gc_destroyed ? "Qdeleting glow" : "null entry"] found in [src].[gc_destroyed ? " Source qdeleting at the time." : ""]")
|
||||
return
|
||||
if(glow.light_color == LIGHT_COLOR_RED)
|
||||
glow.light_color = LIGHT_COLOR_BLUE
|
||||
glow.light_power = glow.light_power * 1.48
|
||||
glow.light_range = 0
|
||||
glow.update_light()
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_BLUE)
|
||||
glow.light_color = LIGHT_COLOR_GREEN
|
||||
glow.light_range = glow.range * DISCO_INFENO_RANGE
|
||||
glow.light_power = glow.light_power * 2 // Any changes to power must come in pairs to neutralize it for other colors
|
||||
glow.update_light()
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_GREEN)
|
||||
glow.light_color = LIGHT_COLOR_ORANGE
|
||||
glow.light_power = glow.light_power * 0.5
|
||||
glow.light_range = 0
|
||||
glow.update_light()
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_ORANGE)
|
||||
glow.light_color = LIGHT_COLOR_PURPLE
|
||||
glow.light_power = glow.light_power * 2.27
|
||||
glow.light_range = glow.range * DISCO_INFENO_RANGE
|
||||
glow.update_light()
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_PURPLE)
|
||||
glow.light_color = LIGHT_COLOR_BLUEGREEN
|
||||
glow.light_power = glow.light_power * 0.44
|
||||
glow.light_range = 0
|
||||
glow.update_light()
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_BLUEGREEN)
|
||||
glow.light_color = LIGHT_COLOR_YELLOW
|
||||
glow.light_range = glow.range * DISCO_INFENO_RANGE
|
||||
glow.update_light()
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_YELLOW)
|
||||
glow.light_color = LIGHT_COLOR_CYAN
|
||||
glow.light_range = 0
|
||||
glow.update_light()
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_CYAN)
|
||||
glow.light_color = LIGHT_COLOR_RED
|
||||
glow.light_power = glow.light_power * 0.68
|
||||
glow.light_range = glow.range * DISCO_INFENO_RANGE
|
||||
glow.update_light()
|
||||
continue
|
||||
switch(glow.light_color)
|
||||
if(LIGHT_COLOR_RED)
|
||||
if(glow.even_cycle)
|
||||
glow.set_light_on(FALSE)
|
||||
glow.set_light_color(LIGHT_COLOR_BLUE)
|
||||
else
|
||||
glow.set_light_range_power_color(glow.base_light_range * DISCO_INFENO_RANGE, glow.light_power * 1.48, LIGHT_COLOR_BLUE)
|
||||
glow.set_light_on(TRUE)
|
||||
if(LIGHT_COLOR_BLUE)
|
||||
if(glow.even_cycle)
|
||||
glow.set_light_range_power_color(glow.base_light_range * DISCO_INFENO_RANGE, glow.light_power * 2, LIGHT_COLOR_GREEN)
|
||||
glow.set_light_on(TRUE)
|
||||
else
|
||||
glow.set_light_on(FALSE)
|
||||
glow.set_light_color(LIGHT_COLOR_GREEN)
|
||||
if(LIGHT_COLOR_GREEN)
|
||||
if(glow.even_cycle)
|
||||
glow.set_light_on(FALSE)
|
||||
glow.set_light_color(LIGHT_COLOR_ORANGE)
|
||||
else
|
||||
glow.set_light_range_power_color(glow.base_light_range * DISCO_INFENO_RANGE, glow.light_power * 0.5, LIGHT_COLOR_ORANGE)
|
||||
glow.set_light_on(TRUE)
|
||||
if(LIGHT_COLOR_ORANGE)
|
||||
if(glow.even_cycle)
|
||||
glow.set_light_range_power_color(glow.base_light_range * DISCO_INFENO_RANGE, glow.light_power * 2.27, LIGHT_COLOR_PURPLE)
|
||||
glow.set_light_on(TRUE)
|
||||
else
|
||||
glow.set_light_on(FALSE)
|
||||
glow.set_light_color(LIGHT_COLOR_PURPLE)
|
||||
if(LIGHT_COLOR_PURPLE)
|
||||
if(glow.even_cycle)
|
||||
glow.set_light_on(FALSE)
|
||||
glow.set_light_color(LIGHT_COLOR_BLUEGREEN)
|
||||
else
|
||||
glow.set_light_range_power_color(glow.base_light_range * DISCO_INFENO_RANGE, glow.light_power * 0.44, LIGHT_COLOR_BLUEGREEN)
|
||||
glow.set_light_on(TRUE)
|
||||
if(LIGHT_COLOR_BLUEGREEN)
|
||||
if(glow.even_cycle)
|
||||
glow.set_light_range(glow.base_light_range * DISCO_INFENO_RANGE)
|
||||
glow.set_light_color(LIGHT_COLOR_YELLOW)
|
||||
glow.set_light_on(TRUE)
|
||||
else
|
||||
glow.set_light_on(FALSE)
|
||||
glow.set_light_color(LIGHT_COLOR_YELLOW)
|
||||
if(LIGHT_COLOR_YELLOW)
|
||||
if(glow.even_cycle)
|
||||
glow.set_light_on(FALSE)
|
||||
glow.set_light_color(LIGHT_COLOR_CYAN)
|
||||
else
|
||||
glow.set_light_range(glow.base_light_range * DISCO_INFENO_RANGE)
|
||||
glow.set_light_color(LIGHT_COLOR_CYAN)
|
||||
glow.set_light_on(TRUE)
|
||||
if(LIGHT_COLOR_CYAN)
|
||||
if(glow.even_cycle)
|
||||
glow.set_light_range_power_color(glow.base_light_range * DISCO_INFENO_RANGE, glow.light_power * 0.68, LIGHT_COLOR_RED)
|
||||
glow.set_light_on(TRUE)
|
||||
else
|
||||
glow.set_light_on(FALSE)
|
||||
glow.set_light_color(LIGHT_COLOR_RED)
|
||||
glow.even_cycle = !glow.even_cycle
|
||||
if(prob(2)) // Unique effects for the dance floor that show up randomly to mix things up
|
||||
INVOKE_ASYNC(src, .proc/hierofunk)
|
||||
sleep(selection.song_beat)
|
||||
if(QDELETED(src))
|
||||
return
|
||||
|
||||
#undef DISCO_INFENO_RANGE
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
density = FALSE
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 1
|
||||
power_channel = EQUIP
|
||||
power_channel = AREA_USAGE_EQUIP
|
||||
req_one_access = list(ACCESS_MEDICAL, ACCESS_HEADS, ACCESS_SECURITY) //used to control clamps
|
||||
var/obj/item/defibrillator/defib //this mount's defibrillator
|
||||
var/clamps_locked = FALSE //if true, and a defib is loaded, it can't be removed without unlocking the clamps
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
density = TRUE
|
||||
move_resist = MOVE_FORCE_VERY_STRONG
|
||||
layer = OPEN_DOOR_LAYER
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
max_integrity = 350
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 70)
|
||||
CanAtmosPass = ATMOS_PASS_DENSITY
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "A mechanical door that permits one-way access to an area."
|
||||
icon = 'icons/obj/objects.dmi'
|
||||
icon_state = "ministile_map"
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
density = TRUE
|
||||
obj_integrity = 150
|
||||
max_integrity = 150
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "A mechanical door that permits one-way access to an area."
|
||||
icon = 'icons/obj/objects.dmi'
|
||||
icon_state = "turnstile_map"
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
density = TRUE
|
||||
obj_integrity = 250
|
||||
max_integrity = 250
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#define CYCLE_INTERIOR 5
|
||||
|
||||
/obj/machinery/doorButtons
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 2
|
||||
active_power_usage = 4
|
||||
|
||||
@@ -201,7 +201,7 @@
|
||||
density = FALSE
|
||||
|
||||
frequency = FREQ_AIRLOCK_CONTROL
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
|
||||
// Setup parameters only
|
||||
var/id_tag
|
||||
@@ -312,4 +312,4 @@
|
||||
</div>
|
||||
[state_options]"}
|
||||
|
||||
return output
|
||||
return output
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
density = FALSE
|
||||
|
||||
frequency = FREQ_ATMOS_CONTROL
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
|
||||
// Setup parameters only
|
||||
var/airpump_tag
|
||||
|
||||
@@ -117,12 +117,12 @@
|
||||
else
|
||||
overlays += "[icon_state]_door_off"
|
||||
if(occupant)
|
||||
if(powered(EQUIP))
|
||||
if(powered(AREA_USAGE_EQUIP))
|
||||
overlays += "[icon_state]_stack"
|
||||
overlays += "[icon_state]_yellow"
|
||||
else
|
||||
overlays += "[icon_state]_red"
|
||||
else if(powered(EQUIP))
|
||||
else if(powered(AREA_USAGE_EQUIP))
|
||||
overlays += "[icon_state]_red"
|
||||
if(panel_open)
|
||||
overlays += "[icon_state]_panel"
|
||||
@@ -130,7 +130,7 @@
|
||||
/obj/machinery/fat_sucker/process(delta_time)
|
||||
if(!processing)
|
||||
return
|
||||
if(!powered(EQUIP) || !occupant || !iscarbon(occupant))
|
||||
if(!powered(AREA_USAGE_EQUIP) || !occupant || !iscarbon(occupant))
|
||||
open_machine()
|
||||
return
|
||||
|
||||
@@ -151,7 +151,7 @@
|
||||
use_power(500)
|
||||
|
||||
/obj/machinery/fat_sucker/proc/start_extracting()
|
||||
if(state_open || !occupant || processing || !powered(EQUIP))
|
||||
if(state_open || !occupant || processing || !powered(AREA_USAGE_EQUIP))
|
||||
return
|
||||
if(iscarbon(occupant))
|
||||
var/mob/living/carbon/C = occupant
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 2
|
||||
active_power_usage = 6
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
light_power = 0
|
||||
|
||||
@@ -24,6 +24,9 @@
|
||||
anchored = FALSE
|
||||
base_state = "pflash"
|
||||
density = TRUE
|
||||
light_system = MOVABLE_LIGHT //Used as a flash here.
|
||||
light_range = FLASH_LIGHT_RANGE
|
||||
light_on = FALSE
|
||||
|
||||
/obj/machinery/flasher/Initialize(mapload, ndir = 0, built = 0)
|
||||
. = ..() // ..() is EXTREMELY IMPORTANT, never forget to add it
|
||||
@@ -108,7 +111,9 @@
|
||||
|
||||
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
|
||||
flick("[base_state]_flash", src)
|
||||
flash_lighting_fx(FLASH_LIGHT_RANGE, light_power, light_color)
|
||||
set_light_on(TRUE)
|
||||
addtimer(CALLBACK(src, .proc/flash_end), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
|
||||
|
||||
last_flash = world.time
|
||||
use_power(1000)
|
||||
|
||||
@@ -126,6 +131,8 @@
|
||||
|
||||
return 1
|
||||
|
||||
/obj/machinery/flasher/proc/flash_end()
|
||||
set_light_on(FALSE)
|
||||
|
||||
/obj/machinery/flasher/emp_act(severity)
|
||||
. = ..()
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
start_harvest()
|
||||
|
||||
/obj/machinery/harvester/proc/can_harvest()
|
||||
if(!powered(EQUIP) || state_open || !occupant || !iscarbon(occupant))
|
||||
if(!powered(AREA_USAGE_EQUIP) || state_open || !occupant || !iscarbon(occupant))
|
||||
return
|
||||
var/mob/living/carbon/C = occupant
|
||||
if(!allow_clothing)
|
||||
@@ -92,7 +92,7 @@
|
||||
|
||||
/obj/machinery/harvester/proc/harvest()
|
||||
update_icon()
|
||||
if(!harvesting || state_open || !powered(EQUIP) || !occupant || !iscarbon(occupant))
|
||||
if(!harvesting || state_open || !powered(AREA_USAGE_EQUIP) || !occupant || !iscarbon(occupant))
|
||||
return
|
||||
playsound(src, 'sound/machines/juicer.ogg', 20, 1)
|
||||
var/mob/living/carbon/C = occupant
|
||||
|
||||
@@ -427,7 +427,6 @@ obj/machinery/holopad/secure/Initialize()
|
||||
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
|
||||
Hologram.setAnchored(TRUE)//So space wind cannot drag it.
|
||||
Hologram.name = "[user.name] (Hologram)"//If someone decides to right click.
|
||||
Hologram.set_light(2) //hologram lighting
|
||||
move_hologram()
|
||||
|
||||
if(AI)
|
||||
@@ -465,9 +464,9 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
|
||||
use_power = total_users > 0 ? ACTIVE_POWER_USE : IDLE_POWER_USE
|
||||
active_power_usage = HOLOPAD_PASSIVE_POWER_USAGE + (HOLOGRAM_POWER_USAGE * total_users)
|
||||
if(total_users || replay_mode)
|
||||
set_light(2)
|
||||
set_light_on(TRUE)
|
||||
else
|
||||
set_light(0)
|
||||
set_light_on(FALSE)
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/holopad/update_icon()
|
||||
@@ -599,7 +598,6 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
|
||||
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
|
||||
Hologram.setAnchored(TRUE)//So space wind cannot drag it.
|
||||
Hologram.name = "[record.caller_name] (Hologram)"//If someone decides to right click.
|
||||
Hologram.set_light(2) //hologram lighting
|
||||
visible_message(span_notice("A holographic image of [record.caller_name] flickers to life before your eyes!"))
|
||||
return Hologram
|
||||
|
||||
@@ -701,6 +699,10 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
|
||||
var/mob/living/Impersonation
|
||||
var/datum/holocall/HC
|
||||
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 4
|
||||
light_color = COLOR_CYAN
|
||||
|
||||
/obj/effect/overlay/holo_pad_hologram/Destroy()
|
||||
Impersonation = null
|
||||
if(!QDELETED(HC))
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "light-p"
|
||||
desc = "Make dark."
|
||||
power_channel = LIGHT
|
||||
power_channel = AREA_USAGE_LIGHT
|
||||
|
||||
light_power = 0
|
||||
light_range = 7
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
idle_power_usage = 50 //when inactive, this turret takes up constant 50 Equipment power
|
||||
active_power_usage = 300 //when active, this turret takes up constant 300 Equipment power
|
||||
req_access = list(ACCESS_SEC_DOORS)
|
||||
power_channel = EQUIP //drains power from the EQUIPMENT channel
|
||||
power_channel = AREA_USAGE_EQUIP //drains power from the EQUIPMENT channel
|
||||
|
||||
var/base_icon_state = "standard"
|
||||
var/scan_range = 7
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 500
|
||||
active_power_usage = 5000
|
||||
power_channel = EQUIP
|
||||
power_channel = AREA_USAGE_EQUIP
|
||||
density = TRUE
|
||||
verb_say = "states coldly"
|
||||
var/countdown = 30
|
||||
|
||||
@@ -280,7 +280,7 @@
|
||||
energy_drain = 0
|
||||
range = 0
|
||||
var/coeff = 100
|
||||
var/list/use_channels = list(EQUIP,ENVIRON,LIGHT)
|
||||
var/list/use_channels = list(AREA_USAGE_EQUIP,AREA_USAGE_ENVIRON,AREA_USAGE_LIGHT)
|
||||
selectable = 0
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/Destroy()
|
||||
@@ -343,7 +343,7 @@
|
||||
var/area/A = get_area(chassis)
|
||||
if(A)
|
||||
var/pow_chan
|
||||
for(var/c in list(EQUIP,ENVIRON,LIGHT))
|
||||
for(var/c in list(AREA_USAGE_EQUIP,AREA_USAGE_ENVIRON,AREA_USAGE_LIGHT))
|
||||
if(A.powered(c))
|
||||
pow_chan = c
|
||||
break
|
||||
|
||||
@@ -190,6 +190,8 @@
|
||||
structure_damage_mult = 4 //Think obi-wan cutting through a bulkhead with his lightsaber but he's a giant mech with a huge terrifying axe
|
||||
minimum_damage = 40
|
||||
attack_speed_modifier = 1.5 //Kinda chunky
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 5
|
||||
light_color = LIGHT_COLOR_RED
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/melee_weapon/sword/energy_axe/cleave_attack() //Mostly copy-pasted sword cleave code with minor tweaks.
|
||||
@@ -239,11 +241,11 @@
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/melee_weapon/sword/energy_axe/on_select()
|
||||
START_PROCESSING(SSobj, src)
|
||||
set_light(5)
|
||||
set_light_on(TRUE)
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/melee_weapon/sword/energy_axe/on_deselect()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
set_light(0)
|
||||
set_light_on(FALSE)
|
||||
|
||||
/obj/item/mecha_parts/mecha_equipment/melee_weapon/rocket_fist //Passive upgrade weapon when selected, makes your mech punch harder AND faster
|
||||
name = "\improper DD-2 \"Atom Smasher\" rocket fist"
|
||||
|
||||
@@ -22,6 +22,10 @@
|
||||
layer = BELOW_MOB_LAYER//icon draw layer
|
||||
infra_luminosity = 15 //byond implementation is bugged.
|
||||
force = 5
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 3
|
||||
light_power = 6
|
||||
light_on = FALSE
|
||||
flags_1 = HEAR_1
|
||||
var/ruin_mecha = FALSE //if the mecha starts on a ruin, don't automatically give it a tracking beacon to prevent metagaming.
|
||||
var/can_move = 0 //time of next allowed movement
|
||||
@@ -48,7 +52,6 @@
|
||||
var/list/proc_res = list() //stores proc owners, like proc_res["functionname"] = owner reference
|
||||
var/datum/effect_system/spark_spread/spark_system = new
|
||||
var/lights = FALSE
|
||||
var/lights_power = 6
|
||||
var/last_user_hud = 1 // used to show/hide the mecha hud while preserving previous preference
|
||||
var/completely_disabled = FALSE //stops the mech from doing anything
|
||||
var/omnidirectional_attacks = FALSE //lets mech shoot anywhere, not just in front of it
|
||||
|
||||
@@ -114,11 +114,10 @@
|
||||
return
|
||||
chassis.lights = !chassis.lights
|
||||
if(chassis.lights)
|
||||
chassis.set_light(chassis.lights_power)
|
||||
button_icon_state = "mech_lights_on"
|
||||
else
|
||||
chassis.set_light(-chassis.lights_power)
|
||||
button_icon_state = "mech_lights_off"
|
||||
chassis.set_light_on(chassis.lights)
|
||||
chassis.occupant_message("Toggled lights [chassis.lights?"on":"off"].")
|
||||
chassis.log_message("Toggled lights [chassis.lights?"on":"off"].", LOG_MECHA)
|
||||
UpdateButtonIcon()
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
fast_pressure_step_in = 1.25
|
||||
slow_pressure_step_in = 1.8
|
||||
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
lights_power = 7
|
||||
light_power = 7
|
||||
deflect_chance = 10
|
||||
step_energy_drain = 15 //slightly higher energy drain since you movin those wheels FAST
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 70, FIRE = 100, ACID = 100)
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
step_in = 1.5 //Move speed, lower is faster.
|
||||
max_temperature = 20000
|
||||
max_integrity = 200
|
||||
lights_power = 7
|
||||
light_power = 7
|
||||
deflect_chance = 15
|
||||
armor = list(MELEE = 40, BULLET = 20, LASER = 10, ENERGY = 0, BOMB = 40, BIO = 0, RAD = 20, FIRE = 100, ACID = 100)
|
||||
max_equip = 6
|
||||
@@ -84,7 +84,7 @@
|
||||
slow_pressure_step_in = 4 //step_in while in normal pressure conditions
|
||||
step_in = 4
|
||||
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
lights_power = 7
|
||||
light_power = 7
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 60, BIO = 100, RAD = 70, FIRE = 100, ACID = 100)
|
||||
max_equip = 5 // More armor, less tools
|
||||
wreckage = /obj/structure/mecha_wreckage/ripley/firefighter
|
||||
@@ -103,7 +103,7 @@
|
||||
step_in = 4
|
||||
slow_pressure_step_in = 3
|
||||
opacity=0
|
||||
lights_power = 7
|
||||
light_power = 7
|
||||
wreckage = /obj/structure/mecha_wreckage/ripley/deathripley
|
||||
step_energy_drain = 0
|
||||
enclosed = TRUE
|
||||
|
||||
19
code/game/movable_luminosity.dm
Normal file
19
code/game/movable_luminosity.dm
Normal file
@@ -0,0 +1,19 @@
|
||||
///Keeps track of the sources of dynamic luminosity and updates our visibility with the highest.
|
||||
/atom/movable/proc/update_dynamic_luminosity()
|
||||
var/highest = 0
|
||||
for(var/i in affected_dynamic_lights)
|
||||
if(affected_dynamic_lights[i] <= highest)
|
||||
continue
|
||||
highest = affected_dynamic_lights[i]
|
||||
if(highest == affecting_dynamic_lumi)
|
||||
return
|
||||
luminosity -= affecting_dynamic_lumi
|
||||
affecting_dynamic_lumi = highest
|
||||
luminosity += affecting_dynamic_lumi
|
||||
|
||||
|
||||
///Helper to change several lighting overlay settings.
|
||||
/atom/movable/proc/set_light_range_power_color(range, power, color)
|
||||
set_light_range(range)
|
||||
set_light_power(power)
|
||||
set_light_color(color)
|
||||
@@ -20,9 +20,11 @@
|
||||
name = "sparks"
|
||||
icon_state = "sparks"
|
||||
anchored = TRUE
|
||||
light_power = 1.3
|
||||
light_range = MINIMUM_USEFUL_LIGHT_RANGE
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 2
|
||||
light_power = 0.5
|
||||
light_color = LIGHT_COLOR_FIRE
|
||||
light_flags = LIGHT_NO_LUMCOUNT
|
||||
|
||||
/obj/effect/particle_effect/sparks/Initialize()
|
||||
..()
|
||||
|
||||
@@ -75,12 +75,18 @@
|
||||
desc = "Tell a coder if you're seeing this."
|
||||
icon_state = "nothing"
|
||||
light_color = "#FFFFFF"
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = MINIMUM_USEFUL_LIGHT_RANGE
|
||||
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
||||
|
||||
/obj/effect/dummy/lighting_obj/Initialize(mapload, _color, _range, _power, _duration)
|
||||
/obj/effect/dummy/lighting_obj/Initialize(mapload, _range, _power, _color, _duration)
|
||||
. = ..()
|
||||
set_light(_range ? _range : light_range, _power ? _power : light_power, _color ? _color : light_color)
|
||||
if(!isnull(_range))
|
||||
set_light_range(_range)
|
||||
if(!isnull(_power))
|
||||
set_light_power(_power)
|
||||
if(!isnull(_color))
|
||||
set_light_color(_color)
|
||||
if(_duration)
|
||||
QDEL_IN(src, _duration)
|
||||
|
||||
|
||||
@@ -77,3 +77,14 @@
|
||||
layer = FLOAT_LAYER
|
||||
vis_flags = VIS_INHERIT_ID
|
||||
appearance_flags = KEEP_TOGETHER | LONG_GLIDE | PIXEL_SCALE
|
||||
|
||||
/obj/effect/overlay/light_visible
|
||||
name = ""
|
||||
icon = 'icons/effects/light_overlays/light_32.dmi'
|
||||
icon_state = "light"
|
||||
layer = O_LIGHTING_VISUAL_LAYER
|
||||
plane = O_LIGHTING_VISUAL_PLANE
|
||||
appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
|
||||
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
||||
alpha = 0
|
||||
vis_flags = NONE
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#define CANDLE_LUMINOSITY 2
|
||||
|
||||
/obj/item/candle
|
||||
name = "red candle"
|
||||
desc = "In Greek myth, Prometheus stole fire from the Gods and gave it to \
|
||||
@@ -7,7 +8,10 @@
|
||||
icon_state = "candle1"
|
||||
item_state = "candle1"
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = CANDLE_LUMINOSITY
|
||||
light_color = LIGHT_COLOR_FIRE
|
||||
light_on = FALSE
|
||||
heat = 1000
|
||||
var/wax = 2000
|
||||
var/lit = FALSE
|
||||
@@ -43,7 +47,7 @@
|
||||
lit = TRUE
|
||||
if(show_message)
|
||||
usr.visible_message(show_message)
|
||||
set_light(CANDLE_LUMINOSITY)
|
||||
set_light_on(TRUE)
|
||||
START_PROCESSING(SSobj, src)
|
||||
update_icon()
|
||||
|
||||
@@ -52,7 +56,7 @@
|
||||
return
|
||||
lit = FALSE
|
||||
update_icon()
|
||||
set_light(0)
|
||||
set_light_on(FALSE)
|
||||
return TRUE
|
||||
|
||||
/obj/item/candle/extinguish()
|
||||
|
||||
@@ -542,6 +542,10 @@ CIGARETTE PACKETS ARE IN FANCY.DM
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 2
|
||||
light_power = 0.6
|
||||
light_on = FALSE
|
||||
var/lit = 0
|
||||
var/fancy = TRUE
|
||||
var/overlay_state
|
||||
@@ -588,20 +592,21 @@ CIGARETTE PACKETS ARE IN FANCY.DM
|
||||
playsound(src, 'sound/items/lighter/light.ogg', 50, 2)
|
||||
|
||||
/obj/item/lighter/proc/set_lit(new_lit)
|
||||
if(lit == new_lit)
|
||||
return
|
||||
lit = new_lit
|
||||
if(lit)
|
||||
force = 5
|
||||
damtype = BURN
|
||||
hitsound = 'sound/items/welder.ogg'
|
||||
attack_verb = list("burnt", "singed")
|
||||
set_light(1)
|
||||
START_PROCESSING(SSobj, src)
|
||||
else
|
||||
hitsound = "swing_hit"
|
||||
force = 0
|
||||
attack_verb = null //human_defense.dm takes care of it
|
||||
set_light(0)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
set_light_on(lit)
|
||||
update_icon()
|
||||
|
||||
/obj/item/lighter/extinguish()
|
||||
|
||||
@@ -40,7 +40,11 @@ GLOBAL_LIST_EMPTY(PDAs)
|
||||
slot_flags = ITEM_SLOT_ID | ITEM_SLOT_BELT
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 2.3
|
||||
light_power = 0.6
|
||||
light_color = "#FFCC66"
|
||||
light_on = FALSE
|
||||
|
||||
//Main variables
|
||||
var/owner = null // String name of owner
|
||||
@@ -63,8 +67,6 @@ GLOBAL_LIST_EMPTY(PDAs)
|
||||
|
||||
//Secondary variables
|
||||
var/scanmode = PDA_SCANNER_NONE
|
||||
var/fon = FALSE //Is the flashlight function on?
|
||||
var/f_lum = 2.3 //Luminosity for the flashlight function
|
||||
var/silent = FALSE //To beep or not to beep, that is the question
|
||||
var/toff = FALSE //If TRUE, messenger disabled
|
||||
var/list/tnote = list() //Current list of received signals, which are transmuted into messages on-the-spot. Can also be just plain strings, y'know, like, who really gives a shit, y'know
|
||||
@@ -119,8 +121,6 @@ GLOBAL_LIST_EMPTY(PDAs)
|
||||
|
||||
/obj/item/pda/Initialize()
|
||||
. = ..()
|
||||
if(fon)
|
||||
set_light(f_lum)
|
||||
|
||||
GLOB.PDAs += src
|
||||
if(default_cartridge)
|
||||
@@ -207,7 +207,7 @@ GLOBAL_LIST_EMPTY(PDAs)
|
||||
if(inserted_item)
|
||||
overlay.icon_state = "insert_overlay"
|
||||
add_overlay(new /mutable_appearance(overlay))
|
||||
if(fon)
|
||||
if(light_on)
|
||||
overlay.icon_state = "light_overlay"
|
||||
add_overlay(new /mutable_appearance(overlay))
|
||||
if(pai)
|
||||
@@ -345,7 +345,7 @@ GLOBAL_LIST_EMPTY(PDAs)
|
||||
if(id && id.registered_account && id.registered_account.account_job.paycheck_department)
|
||||
dat += "<li><a href='byond://?src=[REF(src)];choice=6'>[PDAIMG(notes)]Show Department Goals</a></li>"
|
||||
dat += "<li><a href='byond://?src=[REF(src)];choice=3'>[PDAIMG(atmos)]Atmospheric Scan</a></li>"
|
||||
dat += "<li><a href='byond://?src=[REF(src)];choice=Light'>[PDAIMG(flashlight)][fon ? "Disable" : "Enable"] Flashlight</a></li>"
|
||||
dat += "<li><a href='byond://?src=[REF(src)];choice=Light'>[PDAIMG(flashlight)][light_on ? "Disable" : "Enable"] Flashlight</a></li>"
|
||||
if (pai)
|
||||
if(pai.loc != src)
|
||||
pai = null
|
||||
@@ -945,13 +945,14 @@ GLOBAL_LIST_EMPTY(PDAs)
|
||||
/obj/item/pda/proc/toggle_light()
|
||||
if(issilicon(usr) || !usr.canUseTopic(src, BE_CLOSE))
|
||||
return
|
||||
if(fon)
|
||||
fon = FALSE
|
||||
set_light(0)
|
||||
else if(f_lum)
|
||||
fon = TRUE
|
||||
set_light(f_lum)
|
||||
if(light_on)
|
||||
set_light_on(FALSE)
|
||||
else if(light_range)
|
||||
set_light_on(TRUE)
|
||||
update_icon()
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
/obj/item/pda/proc/remove_pen()
|
||||
|
||||
|
||||
@@ -21,7 +21,6 @@
|
||||
/obj/item/pda/ai
|
||||
icon = null
|
||||
ttone = "data"
|
||||
fon = FALSE
|
||||
|
||||
/obj/item/pda/ai/attack_self(mob/user)
|
||||
if ((honkamt > 0) && (prob(60)))//For clown virus.
|
||||
|
||||
@@ -12,9 +12,11 @@
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
materials = list(/datum/material/iron=50, /datum/material/glass=20)
|
||||
actions_types = list(/datum/action/item_action/toggle_light)
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 4
|
||||
light_power = 1
|
||||
light_on = FALSE
|
||||
var/on = FALSE
|
||||
var/brightness_on = 4 //range of light when on
|
||||
var/flashlight_power = 1 //strength of the light when on
|
||||
|
||||
/obj/item/flashlight/Initialize()
|
||||
. = ..()
|
||||
@@ -22,16 +24,14 @@
|
||||
on = TRUE
|
||||
update_brightness()
|
||||
|
||||
/obj/item/flashlight/proc/update_brightness(mob/user = null)
|
||||
/obj/item/flashlight/proc/update_brightness(mob/user)
|
||||
if(on)
|
||||
icon_state = "[initial(icon_state)]-on"
|
||||
if(flashlight_power)
|
||||
set_light(l_range = brightness_on, l_power = flashlight_power)
|
||||
else
|
||||
set_light(brightness_on)
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
set_light(0)
|
||||
set_light_on(on)
|
||||
if(light_system == STATIC_LIGHT)
|
||||
update_light()
|
||||
|
||||
/obj/item/flashlight/attack_self(mob/user)
|
||||
on = !on
|
||||
@@ -67,7 +67,7 @@
|
||||
to_chat(user, span_warning("[M] doesn't have a head!"))
|
||||
return
|
||||
|
||||
if(flashlight_power < 1)
|
||||
if(light_power < 1)
|
||||
to_chat(user, "[span_warning("\The [src] isn't bright enough to see anything!")] ")
|
||||
return
|
||||
|
||||
@@ -171,7 +171,7 @@
|
||||
icon_state = "penlight"
|
||||
item_state = ""
|
||||
flags_1 = CONDUCT_1
|
||||
brightness_on = 2
|
||||
light_range = 2
|
||||
var/holo_cooldown = 0
|
||||
|
||||
/obj/item/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
|
||||
@@ -219,7 +219,7 @@
|
||||
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
|
||||
force = 9 // Not as good as a stun baton.
|
||||
brightness_on = 5 // A little better than the standard flashlight.
|
||||
light_range = 5 // A little better than the standard flashlight.
|
||||
hitsound = 'sound/weapons/genhit1.ogg'
|
||||
|
||||
// the desk lamps are a bit special
|
||||
@@ -231,7 +231,7 @@
|
||||
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
|
||||
force = 10
|
||||
brightness_on = 5
|
||||
light_range = 5
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
flags_1 = CONDUCT_1
|
||||
materials = list()
|
||||
@@ -267,7 +267,7 @@
|
||||
name = "flare"
|
||||
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
brightness_on = 7 // Pretty bright.
|
||||
light_range = 7 // Pretty bright.
|
||||
icon_state = "flare"
|
||||
item_state = "flare"
|
||||
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
|
||||
@@ -353,7 +353,7 @@
|
||||
/obj/item/flashlight/flare/emergency
|
||||
name = "safety flare"
|
||||
desc = "A flare issued to Nanotrasen employees for emergencies. There are instructions on the side, it reads 'pull cord, make light, obey Nanotrasen'."
|
||||
brightness_on = 3
|
||||
light_range = 3
|
||||
item_state = "flare"
|
||||
icon_state = "flaresafety"
|
||||
ignition_sound = 'sound/items/flare_strike_2.ogg'
|
||||
@@ -363,8 +363,8 @@
|
||||
/obj/item/flashlight/flare/signal
|
||||
name = "signalling flare"
|
||||
desc = "A specialized formulation of the standard Nanotrasen-issued flare, containing increased magnesium content. There are instructions on the side, it reads 'pull cord, make intense light'."
|
||||
brightness_on = 5
|
||||
flashlight_power = 2
|
||||
light_range = 5
|
||||
light_power = 2
|
||||
item_state = "flaresignal"
|
||||
icon_state = "flaresignal"
|
||||
light_color = LIGHT_COLOR_HALOGEN
|
||||
@@ -377,7 +377,7 @@
|
||||
name = "torch"
|
||||
desc = "A torch fashioned from some leaves and a log."
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
brightness_on = 4
|
||||
light_range = 4
|
||||
icon_state = "torch"
|
||||
item_state = "torch"
|
||||
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
|
||||
@@ -394,19 +394,19 @@
|
||||
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
|
||||
desc = "A mining lantern."
|
||||
brightness_on = 6 // luminosity when on
|
||||
light_range = 6 // luminosity when on
|
||||
|
||||
/obj/item/flashlight/lantern/heirloom_moth
|
||||
name = "old lantern"
|
||||
desc = "An old lantern that has seen plenty of use."
|
||||
brightness_on = 4
|
||||
light_range = 4
|
||||
|
||||
/obj/item/flashlight/lantern/syndicate
|
||||
name = "suspicious lantern"
|
||||
desc = "A suspicious looking lantern."
|
||||
icon_state = "syndilantern"
|
||||
item_state = "syndilantern"
|
||||
brightness_on = 10
|
||||
light_range = 10
|
||||
|
||||
/obj/item/flashlight/lantern/jade
|
||||
name = "jade lantern"
|
||||
@@ -424,7 +424,7 @@
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
materials = list()
|
||||
brightness_on = 6 //luminosity when on
|
||||
light_range = 6 //luminosity when on
|
||||
|
||||
/obj/item/flashlight/emp
|
||||
var/emp_max_charges = 4
|
||||
@@ -492,7 +492,7 @@
|
||||
desc = "A military-grade glowstick."
|
||||
custom_price = 10
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
brightness_on = 4
|
||||
light_range = 4
|
||||
color = LIGHT_COLOR_GREEN
|
||||
icon_state = "glowstick"
|
||||
item_state = "glowstick"
|
||||
@@ -500,13 +500,14 @@
|
||||
var/fuel = 0
|
||||
|
||||
/obj/item/flashlight/glowstick/Initialize()
|
||||
fuel = rand(3200, 4000)
|
||||
fuel = rand(1600, 2000)
|
||||
light_color = color
|
||||
|
||||
. = ..()
|
||||
|
||||
/obj/item/flashlight/glowstick/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
return ..()
|
||||
|
||||
/obj/item/flashlight/glowstick/process(delta_time)
|
||||
fuel = max(fuel -= delta_time, 0)
|
||||
@@ -525,13 +526,13 @@
|
||||
if(fuel <= 0)
|
||||
icon_state = "glowstick-empty"
|
||||
cut_overlays()
|
||||
set_light(0)
|
||||
set_light_on(FALSE)
|
||||
else if(on)
|
||||
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
|
||||
glowstick_overlay.color = color
|
||||
add_overlay(glowstick_overlay)
|
||||
item_state = "glowstick-on"
|
||||
set_light(brightness_on)
|
||||
set_light_on(TRUE)
|
||||
else
|
||||
icon_state = "glowstick"
|
||||
cut_overlays()
|
||||
@@ -598,30 +599,52 @@
|
||||
name = "disco light"
|
||||
desc = "Groovy..."
|
||||
icon_state = null
|
||||
light_color = null
|
||||
brightness_on = 0
|
||||
light_range = 0
|
||||
light_range = 4
|
||||
light_power = 10
|
||||
alpha = 0
|
||||
layer = 0
|
||||
on = TRUE
|
||||
anchored = TRUE
|
||||
var/range = null
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
///Boolean that switches when a full color flip ends, so the light can appear in all colors.
|
||||
var/even_cycle = FALSE
|
||||
///Base light_range that can be set on Initialize to use in smooth light range expansions and contractions.
|
||||
var/base_light_range = 4
|
||||
|
||||
/obj/item/flashlight/spotlight/Initialize(mapload, _light_range, _light_power, _light_color)
|
||||
. = ..()
|
||||
if(!isnull(_light_range))
|
||||
base_light_range = _light_range
|
||||
set_light_range(_light_range)
|
||||
if(!isnull(_light_power))
|
||||
set_light_power(_light_power)
|
||||
if(!isnull(_light_color))
|
||||
set_light_color(_light_color)
|
||||
|
||||
/obj/item/flashlight/flashdark
|
||||
name = "flashdark"
|
||||
desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
|
||||
icon_state = "flashdark"
|
||||
item_state = "flashdark"
|
||||
brightness_on = 2.5
|
||||
flashlight_power = -3
|
||||
light_system = STATIC_LIGHT //The overlay light component is not yet ready to produce darkness.
|
||||
light_range = 0
|
||||
///Variable to preserve old lighting behavior in flashlights, to handle darkness.
|
||||
var/dark_light_range = 2.5
|
||||
///Variable to preserve old lighting behavior in flashlights, to handle darkness.
|
||||
var/dark_light_power = -3
|
||||
|
||||
/obj/item/flashlight/flashdark/update_brightness(mob/user)
|
||||
. = ..()
|
||||
if(on)
|
||||
set_light(dark_light_range, dark_light_power)
|
||||
else
|
||||
set_light(0)
|
||||
|
||||
/obj/item/flashlight/eyelight
|
||||
name = "eyelight"
|
||||
desc = "This shouldn't exist outside of someone's head, how are you seeing this?"
|
||||
brightness_on = 15
|
||||
flashlight_power = 1
|
||||
light_range = 15
|
||||
light_power = 1
|
||||
flags_1 = CONDUCT_1
|
||||
item_flags = DROPDEL
|
||||
actions_types = list()
|
||||
|
||||
@@ -130,7 +130,7 @@
|
||||
if(!A || emped)
|
||||
on = FALSE
|
||||
else
|
||||
on = A.powered(EQUIP) // set "on" to the power status
|
||||
on = A.powered(AREA_USAGE_EQUIP) // set "on" to the power status
|
||||
|
||||
if(!on)
|
||||
icon_state = "intercom-p"
|
||||
|
||||
@@ -67,7 +67,7 @@
|
||||
/obj/structure/discoball/proc/DiscoFever()
|
||||
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY)
|
||||
current_color = random_color()
|
||||
set_light(range, power, current_color)
|
||||
set_light_color(current_color)
|
||||
add_atom_colour("#[current_color]", FIXED_COLOUR_PRIORITY)
|
||||
update_icon()
|
||||
TimerID = addtimer(CALLBACK(src, .proc/DiscoFever), 5, TIMER_STOPPABLE) //Call ourselves every 0.5 seconds to change colors
|
||||
@@ -100,60 +100,28 @@
|
||||
var/turf/cen = get_turf(src)
|
||||
FOR_DVIEW(var/turf/t, 3, get_turf(src),INVISIBILITY_LIGHTING)
|
||||
if(t.x == cen.x && t.y > cen.y)
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_RED
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_RED)
|
||||
continue
|
||||
if(t.x == cen.x && t.y < cen.y)
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_PURPLE
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_PURPLE)
|
||||
continue
|
||||
if(t.x > cen.x && t.y == cen.y)
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_YELLOW
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_YELLOW)
|
||||
continue
|
||||
if(t.x < cen.x && t.y == cen.y)
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_GREEN
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_GREEN)
|
||||
continue
|
||||
if((t.x+1 == cen.x && t.y+1 == cen.y) || (t.x+2==cen.x && t.y+2 == cen.y))
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_ORANGE
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1.4+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1.4 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_ORANGE)
|
||||
continue
|
||||
if((t.x-1 == cen.x && t.y-1 == cen.y) || (t.x-2==cen.x && t.y-2 == cen.y))
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_CYAN
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1.4+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1.4 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_CYAN)
|
||||
continue
|
||||
if((t.x-1 == cen.x && t.y+1 == cen.y) || (t.x-2==cen.x && t.y+2 == cen.y))
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_BLUEGREEN
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1.4+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1.4 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_BLUEGREEN)
|
||||
continue
|
||||
if((t.x+1 == cen.x && t.y-1 == cen.y) || (t.x+2==cen.x && t.y-2 == cen.y))
|
||||
var/obj/item/flashlight/spotlight/L = new /obj/item/flashlight/spotlight(t)
|
||||
L.light_color = LIGHT_COLOR_BLUE
|
||||
L.light_power = 30-(get_dist(src,L)*8)
|
||||
L.range = 1.4+get_dist(src, L)
|
||||
spotlights+=L
|
||||
spotlights += new /obj/item/flashlight/spotlight(t, 1.4 + get_dist(src, t), 30 - (get_dist(src, t) * 8), LIGHT_COLOR_BLUE)
|
||||
continue
|
||||
continue
|
||||
FOR_DVIEW_END
|
||||
@@ -183,57 +151,38 @@
|
||||
S.pixel_y = 7
|
||||
S.forceMove(get_turf(src))
|
||||
sleep(0.7 SECONDS)
|
||||
for(var/obj/reveal in sparkles)
|
||||
for(var/s in sparkles)
|
||||
var/obj/effect/overlay/sparkles/reveal = s
|
||||
reveal.alpha = 255
|
||||
while(TurnedOn)
|
||||
for(var/obj/item/flashlight/spotlight/glow in spotlights) // The multiples reflects custom adjustments to each colors after dozens of tests
|
||||
if(QDELETED(src) || !TurnedOn || QDELETED(glow))
|
||||
for(var/g in spotlights) // The multiples reflects custom adjustments to each colors after dozens of tests
|
||||
var/obj/item/flashlight/spotlight/glow = g
|
||||
if(QDELETED(glow))
|
||||
stack_trace("[glow?.gc_destroyed ? "Qdeleting glow" : "null entry"] found in [src].[gc_destroyed ? " Source qdeleting at the time." : ""]")
|
||||
return
|
||||
if(glow.light_color == LIGHT_COLOR_RED)
|
||||
glow.light_color = LIGHT_COLOR_BLUE
|
||||
glow.light_power = glow.light_power * 1.48
|
||||
glow.light_range = 0
|
||||
glow.update_light()
|
||||
glow.set_light_range_power_color(0, glow.light_power * 1.48, LIGHT_COLOR_BLUE)
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_BLUE)
|
||||
glow.light_color = LIGHT_COLOR_GREEN
|
||||
glow.light_range = glow.range * DISCO_INFENO_RANGE
|
||||
glow.light_power = glow.light_power * 2 // Any changes to power must come in pairs to neutralize it for other colors
|
||||
glow.update_light()
|
||||
glow.set_light_range_power_color(glow.light_range * DISCO_INFENO_RANGE, glow.light_power * 2, LIGHT_COLOR_GREEN)
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_GREEN)
|
||||
glow.light_color = LIGHT_COLOR_ORANGE
|
||||
glow.light_power = glow.light_power * 0.5
|
||||
glow.light_range = 0
|
||||
glow.update_light()
|
||||
glow.set_light_range_power_color(0, glow.light_power * 0.5, LIGHT_COLOR_ORANGE)
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_ORANGE)
|
||||
glow.light_color = LIGHT_COLOR_PURPLE
|
||||
glow.light_power = glow.light_power * 2.27
|
||||
glow.light_range = glow.range * DISCO_INFENO_RANGE
|
||||
glow.update_light()
|
||||
glow.set_light_range_power_color(glow.light_range * DISCO_INFENO_RANGE, glow.light_power * 2.27, LIGHT_COLOR_PURPLE)
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_PURPLE)
|
||||
glow.light_color = LIGHT_COLOR_BLUEGREEN
|
||||
glow.light_power = glow.light_power * 0.44
|
||||
glow.light_range = 0
|
||||
glow.update_light()
|
||||
glow.set_light_range_power_color(0, glow.light_power * 0.44, LIGHT_COLOR_BLUEGREEN)
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_BLUEGREEN)
|
||||
glow.light_color = LIGHT_COLOR_YELLOW
|
||||
glow.light_range = glow.range * DISCO_INFENO_RANGE
|
||||
glow.update_light()
|
||||
glow.set_light_range_power_color(glow.light_range * DISCO_INFENO_RANGE, glow.light_power, LIGHT_COLOR_YELLOW)
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_YELLOW)
|
||||
glow.light_color = LIGHT_COLOR_CYAN
|
||||
glow.light_range = 0
|
||||
glow.update_light()
|
||||
glow.set_light_range_power_color(0, glow.light_power, LIGHT_COLOR_CYAN)
|
||||
continue
|
||||
if(glow.light_color == LIGHT_COLOR_CYAN)
|
||||
glow.light_color = LIGHT_COLOR_RED
|
||||
glow.light_power = glow.light_power * 0.68
|
||||
glow.light_range = glow.range * DISCO_INFENO_RANGE
|
||||
glow.update_light()
|
||||
glow.set_light_range_power_color(glow.light_range * DISCO_INFENO_RANGE, glow.light_power * 0.68, LIGHT_COLOR_RED)
|
||||
continue
|
||||
if(prob(2)) // Unique effects for the dance floor that show up randomly to mix things up
|
||||
INVOKE_ASYNC(src, .proc/hierofunk)
|
||||
|
||||
@@ -16,6 +16,8 @@
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
materials = list(/datum/material/iron=500)
|
||||
resistance_flags = FIRE_PROOF
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_on = FALSE
|
||||
var/status = FALSE
|
||||
var/lit = FALSE //on or off
|
||||
light_color = LIGHT_COLOR_FIRE
|
||||
@@ -175,6 +177,7 @@
|
||||
set_light(0)
|
||||
playsound(loc, deac_sound, 50, TRUE)
|
||||
STOP_PROCESSING(SSobj,src)
|
||||
set_light_on(lit)
|
||||
update_icon()
|
||||
|
||||
/obj/item/flamethrower/CheckParts(list/parts_list)
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
return
|
||||
do_sparks(rand(5, 9), FALSE, src)
|
||||
playsound(flashbang_turf, 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
|
||||
new /obj/effect/dummy/lighting_obj (flashbang_turf, LIGHT_COLOR_WHITE, (flashbang_range + 2), 4, 2)
|
||||
new /obj/effect/dummy/lighting_obj (flashbang_turf, flashbang_range + 2, 4, COLOR_WHITE, 2)
|
||||
for(var/mob/living/M in get_hearers_in_view(flashbang_range, flashbang_turf))
|
||||
bang(get_turf(M), M)
|
||||
qdel(src)
|
||||
|
||||
@@ -5,13 +5,15 @@
|
||||
max_integrity = 200
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/brightness_on = 3
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 3
|
||||
light_power = 1
|
||||
light_on = FALSE
|
||||
var/saber_color = null
|
||||
|
||||
/obj/item/melee/transforming/energy/Initialize()
|
||||
. = ..()
|
||||
if(active)
|
||||
set_light(brightness_on)
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/melee/transforming/energy/Destroy()
|
||||
@@ -40,10 +42,9 @@
|
||||
if(saber_color)
|
||||
icon_state = "sword[saber_color]"
|
||||
START_PROCESSING(SSobj, src)
|
||||
set_light(brightness_on)
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
set_light(0)
|
||||
set_light_on(active)
|
||||
|
||||
/obj/item/melee/transforming/energy/is_hot()
|
||||
return active * heat
|
||||
@@ -167,7 +168,6 @@
|
||||
if(hacked)
|
||||
var/set_color = pick(possible_colors)
|
||||
light_color = possible_colors[set_color]
|
||||
update_light()
|
||||
|
||||
/obj/item/melee/transforming/energy/sword/saber/red
|
||||
possible_colors = list("red" = LIGHT_COLOR_RED)
|
||||
|
||||
@@ -17,6 +17,10 @@
|
||||
pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
|
||||
var/acti_sound = 'sound/items/welderactivate.ogg'
|
||||
var/deac_sound = 'sound/items/welderdeactivate.ogg'
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 2
|
||||
light_power = 0.75
|
||||
light_on = FALSE
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
@@ -24,12 +28,12 @@
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
materials = list(/datum/material/iron=70, /datum/material/glass=30)
|
||||
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
|
||||
///Whether the welding tool is on or off.
|
||||
var/welding = FALSE
|
||||
var/status = TRUE //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
|
||||
var/max_fuel = 20 //The max amount of fuel the welder can hold
|
||||
var/change_icons = 1
|
||||
var/can_off_process = 0
|
||||
var/light_intensity = 2 //how powerful the emitted light is when used.
|
||||
var/progress_flash_divisor = 10
|
||||
var/burned_fuel_for = 0 //when fuel was last removed
|
||||
heat = 3800
|
||||
@@ -136,7 +140,7 @@
|
||||
var/turf/location = get_turf(user)
|
||||
location.hotspot_expose(700, 50, 1)
|
||||
if(get_fuel() <= 0)
|
||||
set_light(0)
|
||||
set_light_on(FALSE)
|
||||
|
||||
if(isliving(O))
|
||||
var/mob/living/L = O
|
||||
@@ -150,8 +154,6 @@
|
||||
message_admins("[ADMIN_LOOKUPFLW(user)] activated a rigged welder at [AREACOORD(user)].")
|
||||
explode()
|
||||
switched_on(user)
|
||||
if(welding)
|
||||
set_light(light_intensity)
|
||||
|
||||
update_icon()
|
||||
|
||||
@@ -179,10 +181,18 @@
|
||||
else
|
||||
return FALSE
|
||||
|
||||
//Toggles the welding value.
|
||||
/obj/item/weldingtool/proc/set_welding(new_value)
|
||||
if(welding == new_value)
|
||||
return
|
||||
. = welding
|
||||
welding = new_value
|
||||
set_light_on(welding)
|
||||
|
||||
//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
|
||||
/obj/item/weldingtool/proc/check_fuel(mob/user)
|
||||
if(get_fuel() <= 0 && welding)
|
||||
set_light_on(FALSE)
|
||||
switched_on(user)
|
||||
update_icon()
|
||||
//mob icon update
|
||||
@@ -198,7 +208,7 @@
|
||||
if(!status)
|
||||
to_chat(user, span_warning("[src] can't be turned on while unsecured!"))
|
||||
return
|
||||
welding = !welding
|
||||
set_welding(!welding)
|
||||
if(welding)
|
||||
if(get_fuel() >= 1)
|
||||
to_chat(user, span_notice("You switch [src] on."))
|
||||
@@ -218,8 +228,7 @@
|
||||
|
||||
//Switches the welder off
|
||||
/obj/item/weldingtool/proc/switched_off(mob/user)
|
||||
welding = 0
|
||||
set_light(0)
|
||||
set_welding(FALSE)
|
||||
|
||||
force = 3
|
||||
damtype = "brute"
|
||||
@@ -246,7 +255,7 @@
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(istype(H.head,/obj/item/clothing/head/helmet/space/plasmaman))
|
||||
return
|
||||
user.flash_act(light_intensity)
|
||||
user.flash_act(light_range)
|
||||
|
||||
// Flash the user during welding progress
|
||||
/obj/item/weldingtool/tool_check_callback(mob/living/user, amount, datum/callback/extra_checks)
|
||||
@@ -257,7 +266,7 @@
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(istype(H.head,/obj/item/clothing/head/helmet/space/plasmaman))
|
||||
return
|
||||
user.flash_act(min(light_intensity,1))
|
||||
user.flash_act(min(light_range,1))
|
||||
progress_flash_divisor = initial(progress_flash_divisor)
|
||||
else
|
||||
progress_flash_divisor--
|
||||
@@ -347,7 +356,8 @@
|
||||
icon = 'icons/obj/abductor.dmi'
|
||||
icon_state = "welder_alien"
|
||||
toolspeed = 0.1
|
||||
light_intensity = 0
|
||||
light_system = NO_LIGHT_SUPPORT
|
||||
light_range = 0
|
||||
change_icons = 0
|
||||
|
||||
/obj/item/weldingtool/abductor/process()
|
||||
@@ -373,7 +383,7 @@
|
||||
var/last_gen = 0
|
||||
change_icons = 0
|
||||
can_off_process = 1
|
||||
light_intensity = 1
|
||||
light_range = 1
|
||||
toolspeed = 0.5
|
||||
var/nextrefueltick = 0
|
||||
|
||||
|
||||
@@ -310,16 +310,18 @@
|
||||
hitsound = "swing_hit"
|
||||
armour_penetration = 35
|
||||
var/saber_color = "green"
|
||||
light_color = "#00ff00"//green
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
block_chance = 75
|
||||
max_integrity = 200
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
|
||||
resistance_flags = FIRE_PROOF
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
|
||||
light_color = "#00ff00" //green
|
||||
light_on = FALSE
|
||||
wound_bonus = -10
|
||||
bare_wound_bonus = 20
|
||||
var/hacked = FALSE
|
||||
var/brightness_on = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
|
||||
var/list/possible_colors = list("red", "blue", "green", "purple")
|
||||
|
||||
/obj/item/twohanded/dualsaber/suicide_act(mob/living/carbon/user)
|
||||
@@ -351,15 +353,17 @@
|
||||
. = ..()
|
||||
if(LAZYLEN(possible_colors))
|
||||
saber_color = pick(possible_colors)
|
||||
var/new_color
|
||||
switch(saber_color)
|
||||
if("red")
|
||||
light_color = LIGHT_COLOR_RED
|
||||
new_color = LIGHT_COLOR_RED
|
||||
if("green")
|
||||
light_color = LIGHT_COLOR_GREEN
|
||||
new_color = LIGHT_COLOR_GREEN
|
||||
if("blue")
|
||||
light_color = LIGHT_COLOR_LIGHT_CYAN
|
||||
new_color = LIGHT_COLOR_LIGHT_CYAN
|
||||
if("purple")
|
||||
light_color = LIGHT_COLOR_LAVENDER
|
||||
new_color = LIGHT_COLOR_LAVENDER
|
||||
set_light_color(new_color)
|
||||
|
||||
/obj/item/twohanded/dualsaber/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
@@ -420,7 +424,7 @@
|
||||
w_class = w_class_on
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
START_PROCESSING(SSobj, src)
|
||||
set_light(brightness_on)
|
||||
set_light_on(TRUE)
|
||||
|
||||
/obj/item/twohanded/dualsaber/unwield() //Specific unwield () to switch hitsounds.
|
||||
sharpness = initial(sharpness)
|
||||
@@ -428,7 +432,7 @@
|
||||
..()
|
||||
hitsound = "swing_hit"
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
set_light(0)
|
||||
set_light_on(FALSE)
|
||||
|
||||
/obj/item/twohanded/dualsaber/process()
|
||||
if(wielded)
|
||||
@@ -751,10 +755,10 @@
|
||||
force = 19
|
||||
throwforce = 24
|
||||
force_wielded = 6
|
||||
|
||||
/obj/item/twohanded/pitchfork/demonic/Initialize()
|
||||
. = ..()
|
||||
set_light(3,6,LIGHT_COLOR_RED)
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 3
|
||||
light_power = 6
|
||||
light_color = LIGHT_COLOR_RED
|
||||
|
||||
/obj/item/twohanded/pitchfork/demonic/greater
|
||||
force = 24
|
||||
@@ -991,6 +995,10 @@
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
actions_types = list(/datum/action/item_action/charge_hammer)
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_color = LIGHT_COLOR_LIGHT_CYAN
|
||||
light_range = 2
|
||||
light_power = 2
|
||||
var/datum/effect_system/spark_spread/spark_system //It's a surprise tool that'll help us later
|
||||
var/charging = FALSE
|
||||
var/supercharged = FALSE
|
||||
@@ -1042,11 +1050,11 @@
|
||||
/obj/item/twohanded/vxtvulhammer/proc/supercharge() //Proc to handle when it's charged for light + sprite + damage
|
||||
supercharged = !supercharged
|
||||
if(supercharged)
|
||||
set_light(2) //Glows when charged
|
||||
set_light_on(TRUE) //Glows when charged
|
||||
force = initial(force) + (wielded ? force_wielded : 0) + 12 //12 additional damage for a total of 40 has to be a massively irritating check because of how force_wielded works
|
||||
armour_penetration = 100
|
||||
else
|
||||
set_light(0)
|
||||
set_light_on(TRUE)
|
||||
force = initial(force) + (wielded ? force_wielded : 0)
|
||||
armour_penetration = initial(armour_penetration)
|
||||
update_icon()
|
||||
|
||||
@@ -29,9 +29,9 @@
|
||||
var/area/A = get_area(src)
|
||||
if(!isarea(A))
|
||||
return
|
||||
if(!A.powered(EQUIP))
|
||||
if(!A.powered(AREA_USAGE_EQUIP))
|
||||
return
|
||||
A.use_power(EQUIP, 5000)
|
||||
A.use_power(AREA_USAGE_EQUIP, 5000)
|
||||
|
||||
flick("echair_shock", src)
|
||||
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
|
||||
|
||||
@@ -80,9 +80,11 @@ GLOBAL_LIST_INIT(blacklisted_automated_baseturfs, typecacheof(list(
|
||||
|
||||
var/old_opacity = opacity
|
||||
var/old_dynamic_lighting = dynamic_lighting
|
||||
var/old_affecting_lights = affecting_lights
|
||||
var/old_lighting_object = lighting_object
|
||||
var/old_corners = corners
|
||||
var/old_lighting_corner_NE = lighting_corner_NE
|
||||
var/old_lighting_corner_SE = lighting_corner_SE
|
||||
var/old_lighting_corner_SW = lighting_corner_SW
|
||||
var/old_lighting_corner_NW = lighting_corner_NW
|
||||
|
||||
var/old_exl = explosion_level
|
||||
var/old_exi = explosion_id
|
||||
@@ -117,11 +119,14 @@ GLOBAL_LIST_INIT(blacklisted_automated_baseturfs, typecacheof(list(
|
||||
|
||||
W.blueprint_data = old_bp
|
||||
|
||||
lighting_corner_NE = old_lighting_corner_NE
|
||||
lighting_corner_SE = old_lighting_corner_SE
|
||||
lighting_corner_SW = old_lighting_corner_SW
|
||||
lighting_corner_NW = old_lighting_corner_NW
|
||||
|
||||
if(SSlighting.initialized)
|
||||
recalc_atom_opacity()
|
||||
lighting_object = old_lighting_object
|
||||
affecting_lights = old_affecting_lights
|
||||
corners = old_corners
|
||||
if (old_opacity != opacity || dynamic_lighting != old_dynamic_lighting)
|
||||
reconsider_lights()
|
||||
|
||||
|
||||
@@ -46,7 +46,7 @@
|
||||
if(requires_activation)
|
||||
SSair.add_to_active(src)
|
||||
|
||||
if (light_power && light_range)
|
||||
if (light_system == STATIC_LIGHT && light_power && light_range)
|
||||
update_light()
|
||||
|
||||
if (opacity)
|
||||
|
||||
@@ -71,7 +71,7 @@ GLOBAL_LIST_EMPTY(station_turfs)
|
||||
if(color)
|
||||
add_atom_colour(color, FIXED_COLOUR_PRIORITY)
|
||||
|
||||
if (light_power && light_range)
|
||||
if (light_system == STATIC_LIGHT && light_power && light_range)
|
||||
update_light()
|
||||
|
||||
var/turf/T = SSmapping.get_turf_above(src)
|
||||
|
||||
@@ -213,25 +213,21 @@
|
||||
var/mob/living/carbon/human/H = target_atom
|
||||
H.apply_status_effect(STATUS_EFFECT_SHADOWAFFLICTED)
|
||||
var/turf/T = get_turf(H)
|
||||
for(var/datum/light_source/LS in T.affecting_lights)
|
||||
for(var/datum/light_source/LS in T.get_affecting_lights())
|
||||
var/atom/LO = LS.source_atom
|
||||
if(isitem(LO))
|
||||
var/obj/item/I = LO
|
||||
if(istype(I, /obj/item/clothing/head/helmet/space/hardsuit))
|
||||
var/obj/item/clothing/head/helmet/space/hardsuit/HA = I
|
||||
if(HA.on)
|
||||
HA.on = FALSE
|
||||
HA.set_light_on(FALSE)
|
||||
if(istype(I, /obj/item/clothing/head/helmet/space/plasmaman))
|
||||
var/obj/item/clothing/head/helmet/space/plasmaman/PA = I
|
||||
if(PA.on)
|
||||
PA.on = FALSE
|
||||
PA.set_light_on(FALSE)
|
||||
if(istype(I, /obj/item/flashlight))
|
||||
var/obj/item/flashlight/F = I
|
||||
if(F.on)
|
||||
F.on = FALSE
|
||||
F.update_brightness()
|
||||
F.set_light_on(FALSE)
|
||||
if(istype(LO, /mob/living/silicon/robot))
|
||||
var/mob/living/silicon/robot/borg = LO
|
||||
if(!borg.lamp_cooldown)
|
||||
borg.smash_headlamp()
|
||||
. = ..()
|
||||
. = ..()
|
||||
|
||||
@@ -424,12 +424,12 @@
|
||||
user.visible_message(span_warning("[user] holds up [user.p_their()] hand, which explodes in a flash of red light!"), \
|
||||
span_cultitalic("You attempt to stun [L] with the spell!"))
|
||||
|
||||
user.mob_light(_color = LIGHT_COLOR_BLOOD_MAGIC, _range = 3, _duration = 2)
|
||||
user.mob_light(_range = 3, _color = LIGHT_COLOR_BLOOD_MAGIC, _duration = 0.2 SECONDS)
|
||||
|
||||
var/anti_magic_source = L.anti_magic_check()
|
||||
if(anti_magic_source)
|
||||
|
||||
L.mob_light(_color = LIGHT_COLOR_HOLY_MAGIC, _range = 2, _duration = 100)
|
||||
L.mob_light(_range = 2, _color = LIGHT_COLOR_HOLY_MAGIC, _duration = 10 SECONDS)
|
||||
var/mutable_appearance/forbearance = mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER)
|
||||
L.add_overlay(forbearance)
|
||||
addtimer(CALLBACK(L, /atom/proc/cut_overlay, forbearance), 100)
|
||||
|
||||
@@ -101,6 +101,8 @@
|
||||
throw_range = 3
|
||||
sharpness = SHARP_EDGED
|
||||
light_color = "#ff0000"
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 4
|
||||
attack_verb = list("cleaved", "slashed", "torn", "hacked", "ripped", "diced", "carved")
|
||||
icon = 'icons/obj/weapons/swords.dmi'
|
||||
icon_state = "cultbastard"
|
||||
@@ -120,7 +122,6 @@
|
||||
|
||||
/obj/item/twohanded/required/cult_bastard/Initialize()
|
||||
. = ..()
|
||||
set_light(4)
|
||||
jaunt = new(src)
|
||||
linked_action = new(src)
|
||||
AddComponent(/datum/component/butchering, 50, 80)
|
||||
@@ -361,7 +362,7 @@
|
||||
icon_state = "cult_helmet"
|
||||
item_state = "cult_helmet"
|
||||
armor = list(MELEE = 60, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 40, ACID = 75)
|
||||
brightness_on = 0
|
||||
light_system = NO_LIGHT_SUPPORT
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/cult
|
||||
@@ -608,7 +609,7 @@ GLOBAL_VAR_INIT(curselimit, 0)
|
||||
name = "void torch"
|
||||
desc = "Used by veteran cultists to instantly transport items to their needful brethren."
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
brightness_on = 1
|
||||
light_range = 1
|
||||
icon_state = "torch"
|
||||
item_state = "torch"
|
||||
color = "#ff0000"
|
||||
|
||||
@@ -10,7 +10,10 @@
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
materials = list(/datum/material/iron = 300, /datum/material/glass = 300)
|
||||
light_color = LIGHT_COLOR_WHITE
|
||||
light_system = MOVABLE_LIGHT //Used as a flash here.
|
||||
light_range = FLASH_LIGHT_RANGE
|
||||
light_power = FLASH_LIGHT_POWER
|
||||
light_on = FALSE
|
||||
///flicked when we flash
|
||||
var/flashing_overlay = "flash-f"
|
||||
///Number of times the flash has been used.
|
||||
@@ -109,7 +112,8 @@
|
||||
return FALSE
|
||||
last_trigger = world.time
|
||||
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
|
||||
flash_lighting_fx(FLASH_LIGHT_RANGE, light_power, light_color)
|
||||
set_light_on(TRUE)
|
||||
addtimer(CALLBACK(src, .proc/flash_end), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
|
||||
times_used++
|
||||
flash_recharge()
|
||||
update_icon(TRUE)
|
||||
@@ -117,6 +121,9 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/obj/item/assembly/flash/proc/flash_end()
|
||||
set_light_on(FALSE)
|
||||
|
||||
/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
|
||||
if(!istype(M))
|
||||
return
|
||||
|
||||
@@ -47,9 +47,11 @@
|
||||
icon = 'icons/effects/fire.dmi'
|
||||
icon_state = "1"
|
||||
layer = GASFIRE_LAYER
|
||||
light_range = LIGHT_RANGE_FIRE
|
||||
light_color = LIGHT_COLOR_FIRE
|
||||
blend_mode = BLEND_ADD
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = LIGHT_RANGE_FIRE
|
||||
light_power = 1
|
||||
light_color = LIGHT_COLOR_FIRE
|
||||
|
||||
var/volume = 125
|
||||
var/temperature = FIRE_MINIMUM_TEMPERATURE_TO_EXIST
|
||||
@@ -144,7 +146,7 @@
|
||||
add_overlay(fusion_overlay)
|
||||
add_overlay(rainbow_overlay)
|
||||
|
||||
set_light(l_color = rgb(LERP(250,heat_r,greyscale_fire),LERP(160,heat_g,greyscale_fire),LERP(25,heat_b,greyscale_fire)))
|
||||
set_light_color(rgb(LERP(250, heat_r, greyscale_fire), LERP(160, heat_g, greyscale_fire), LERP(25, heat_b, greyscale_fire)))
|
||||
|
||||
heat_r /= 255
|
||||
heat_g /= 255
|
||||
@@ -206,7 +208,6 @@
|
||||
return TRUE
|
||||
|
||||
/obj/effect/hotspot/Destroy()
|
||||
set_light(0)
|
||||
SSair.hotspots -= src
|
||||
var/turf/open/T = loc
|
||||
if(istype(T) && T.active_hotspot == src)
|
||||
|
||||
@@ -64,7 +64,7 @@
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 4
|
||||
active_power_usage = 8
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
req_access = list(ACCESS_ATMOSPHERICS)
|
||||
max_integrity = 250
|
||||
integrity_failure = 80
|
||||
|
||||
@@ -18,7 +18,7 @@ GLOBAL_LIST_EMPTY(pipeimages)
|
||||
move_resist = INFINITY //Moving a connected machine without actually doing the normal (dis)connection things will probably cause a LOT of issues.
|
||||
idle_power_usage = 0
|
||||
active_power_usage = 0
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
layer = GAS_PIPE_HIDDEN_LAYER //under wires
|
||||
resistance_flags = FIRE_PROOF
|
||||
max_integrity = 200
|
||||
|
||||
@@ -352,7 +352,7 @@
|
||||
|
||||
/obj/machinery/atmospherics/components/unary/vent_pump/high_volume
|
||||
name = "large air vent"
|
||||
power_channel = EQUIP
|
||||
power_channel = AREA_USAGE_EQUIP
|
||||
|
||||
/obj/machinery/atmospherics/components/unary/vent_pump/high_volume/New()
|
||||
..()
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon = 'icons/obj/atmospherics/pipes/meter.dmi'
|
||||
icon_state = "meterX"
|
||||
layer = GAS_METER_LAYER
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 2
|
||||
active_power_usage = 4
|
||||
|
||||
@@ -4,19 +4,24 @@
|
||||
icon_state = "hardhat0_yellow"
|
||||
item_state = "hardhat0_yellow"
|
||||
mob_overlay_icon = 'icons/mob/clothing/head/head.dmi'
|
||||
var/brightness_on = 4 //luminosity when on
|
||||
var/on = FALSE
|
||||
//Determines used sprites: hardhat[on]_[hat_type]
|
||||
var/hat_type = "yellow"
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 10, RAD = 20, FIRE = 100, ACID = 50, WOUND = 10)
|
||||
flags_inv = 0
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light)
|
||||
resistance_flags = FIRE_PROOF
|
||||
dynamic_hair_suffix = "+generic"
|
||||
hattable = FALSE
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 4
|
||||
light_power = 0.8
|
||||
light_on = FALSE
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head
|
||||
|
||||
//Determines used sprites: hardhat[on]_[hat_type]
|
||||
var/hat_type = "yellow"
|
||||
///Whether the headlamp is on or off.
|
||||
var/on = FALSE
|
||||
|
||||
/obj/item/clothing/head/hardhat/attack_self(mob/living/user)
|
||||
toggle_helmet_light(user)
|
||||
|
||||
@@ -40,10 +45,10 @@
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
|
||||
set_light(brightness_on)
|
||||
set_light_on(TRUE)
|
||||
|
||||
/obj/item/clothing/head/hardhat/proc/turn_off(mob/user)
|
||||
set_light(0)
|
||||
set_light_on(FALSE)
|
||||
|
||||
/obj/item/clothing/head/hardhat/orange
|
||||
icon_state = "hardhat0_orange"
|
||||
@@ -68,7 +73,7 @@
|
||||
desc = "By applying state of the art lighting technology to a fire helmet, and using photo-chemical hardening methods, this hardhat will protect you from robust workplace hazards."
|
||||
icon_state = "hardhat0_purple"
|
||||
item_state = "hardhat0_purple"
|
||||
brightness_on = 5
|
||||
light_range = 5
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
|
||||
cold_protection = HEAD
|
||||
@@ -110,7 +115,7 @@
|
||||
/obj/item/clothing/head/hardhat/weldhat
|
||||
name = "welding hard hat"
|
||||
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield! The bulb seems a little smaller though."
|
||||
brightness_on = 3 //Needs a little bit of tradeoff
|
||||
light_range = 3 //Needs a little bit of tradeoff
|
||||
dog_fashion = null
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_welding_screen)
|
||||
flash_protect = 2
|
||||
@@ -159,7 +164,7 @@
|
||||
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield!" //This bulb is not smaller
|
||||
icon_state = "hardhat0_white"
|
||||
item_state = "hardhat0_white"
|
||||
brightness_on = 4 //Boss always takes the best stuff
|
||||
light_range = 4 //Boss always takes the best stuff
|
||||
hat_type = "white"
|
||||
clothing_flags = STOPSPRESSUREDAMAGE
|
||||
heat_protection = HEAD
|
||||
|
||||
@@ -30,6 +30,12 @@
|
||||
. = ..()
|
||||
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_HEAD))
|
||||
|
||||
/obj/item/clothing/head/helmet/Destroy()
|
||||
var/obj/item/flashlight/seclite/old_light = set_attached_light(null)
|
||||
if(old_light)
|
||||
qdel(old_light)
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/head/helmet/examine(mob/user)
|
||||
.=..()
|
||||
if(attached_light)
|
||||
@@ -39,18 +45,31 @@
|
||||
else if(can_flashlight)
|
||||
. += "It has a mounting point for a <b>seclite</b>."
|
||||
|
||||
/obj/item/clothing/head/helmet/Destroy()
|
||||
QDEL_NULL(attached_light)
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/head/helmet/handle_atom_del(atom/A)
|
||||
if(A == attached_light)
|
||||
attached_light = null
|
||||
set_attached_light(null)
|
||||
update_helmlight()
|
||||
update_icon()
|
||||
QDEL_NULL(alight)
|
||||
qdel(A)
|
||||
return ..()
|
||||
|
||||
///Called when attached_light value changes.
|
||||
/obj/item/clothing/head/helmet/proc/set_attached_light(obj/item/flashlight/seclite/new_attached_light)
|
||||
if(attached_light == new_attached_light)
|
||||
return
|
||||
. = attached_light
|
||||
attached_light = new_attached_light
|
||||
if(attached_light)
|
||||
attached_light.set_light_flags(attached_light.light_flags | LIGHT_ATTACHED)
|
||||
if(attached_light.loc != src)
|
||||
attached_light.forceMove(src)
|
||||
else if(.)
|
||||
var/obj/item/flashlight/seclite/old_attached_light = .
|
||||
old_attached_light.set_light_flags(old_attached_light.light_flags & ~LIGHT_ATTACHED)
|
||||
if(old_attached_light.loc == src)
|
||||
old_attached_light.forceMove(get_turf(src))
|
||||
|
||||
/obj/item/clothing/head/helmet/sec
|
||||
can_flashlight = TRUE
|
||||
|
||||
@@ -377,9 +396,7 @@
|
||||
if(!user.transferItemToLoc(S, src))
|
||||
return
|
||||
to_chat(user, span_notice("You click [S] into place on [src]."))
|
||||
if(S.on)
|
||||
set_light(0)
|
||||
attached_light = S
|
||||
set_attached_light(S)
|
||||
update_icon()
|
||||
update_helmlight()
|
||||
alight = new(src)
|
||||
@@ -397,8 +414,7 @@
|
||||
if(Adjacent(user) && !issilicon(user))
|
||||
user.put_in_hands(attached_light)
|
||||
|
||||
var/obj/item/flashlight/removed_light = attached_light
|
||||
attached_light = null
|
||||
var/obj/item/flashlight/removed_light = set_attached_light(null)
|
||||
update_helmlight()
|
||||
removed_light.update_brightness(user)
|
||||
update_icon()
|
||||
@@ -418,6 +434,7 @@
|
||||
if(user.incapacitated())
|
||||
return
|
||||
attached_light.on = !attached_light.on
|
||||
attached_light.update_brightness()
|
||||
to_chat(user, span_notice("You toggle the helmet-light [attached_light.on ? "on":"off"]."))
|
||||
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
|
||||
@@ -425,14 +442,7 @@
|
||||
|
||||
/obj/item/clothing/head/helmet/proc/update_helmlight()
|
||||
if(attached_light)
|
||||
if(attached_light.on)
|
||||
set_light(attached_light.brightness_on)
|
||||
else
|
||||
set_light(0)
|
||||
update_icon()
|
||||
|
||||
else
|
||||
set_light(0)
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
@@ -46,7 +46,7 @@
|
||||
hitsound = 'sound/weapons/tap.ogg'
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
brightness_on = 2 //luminosity when on
|
||||
light_range = 2 //luminosity when on
|
||||
flags_cover = HEADCOVERSEYES
|
||||
heat = 999
|
||||
|
||||
@@ -116,7 +116,7 @@
|
||||
hat_type = "pumpkin"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
brightness_on = 2 //luminosity when on
|
||||
light_range = 2 //luminosity when on
|
||||
flags_cover = HEADCOVERSEYES
|
||||
hattable = FALSE
|
||||
|
||||
@@ -166,7 +166,7 @@
|
||||
hat_type = "reindeer"
|
||||
flags_inv = 0
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
brightness_on = 1 //luminosity when on
|
||||
light_range = 1 //luminosity when on
|
||||
dynamic_hair_suffix = ""
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/reindeer
|
||||
|
||||
@@ -336,6 +336,10 @@
|
||||
icon_state = "kindleKicks"
|
||||
item_state = "kindleKicks"
|
||||
actions_types = list(/datum/action/item_action/kindleKicks)
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 2
|
||||
light_power = 3
|
||||
light_on = FALSE
|
||||
var/lightCycle = 0
|
||||
var/active = FALSE
|
||||
|
||||
@@ -343,18 +347,19 @@
|
||||
if(active)
|
||||
return
|
||||
active = TRUE
|
||||
set_light(2, 3, rgb(rand(0,255),rand(0,255),rand(0,255)))
|
||||
addtimer(CALLBACK(src, .proc/lightUp), 5)
|
||||
set_light_color(rgb(rand(0, 255), rand(0, 255), rand(0, 255)))
|
||||
set_light_on(active)
|
||||
addtimer(CALLBACK(src, .proc/lightUp), 0.5 SECONDS)
|
||||
|
||||
/obj/item/clothing/shoes/kindleKicks/proc/lightUp(mob/user)
|
||||
if(lightCycle < 15)
|
||||
set_light(2, 3, rgb(rand(0,255),rand(0,255),rand(0,255)))
|
||||
lightCycle += 1
|
||||
addtimer(CALLBACK(src, .proc/lightUp), 5)
|
||||
set_light_color(rgb(rand(0, 255), rand(0, 255), rand(0, 255)))
|
||||
lightCycle++
|
||||
addtimer(CALLBACK(src, .proc/lightUp), 0.5 SECONDS)
|
||||
else
|
||||
set_light(0)
|
||||
lightCycle = 0
|
||||
active = FALSE
|
||||
set_light_on(active)
|
||||
|
||||
/obj/item/clothing/shoes/russian
|
||||
name = "russian boots"
|
||||
|
||||
@@ -6,8 +6,11 @@
|
||||
item_state = "eng_helm"
|
||||
max_integrity = 300
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75)
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 4
|
||||
light_power = 1
|
||||
light_on = FALSE
|
||||
var/basestate = "hardsuit"
|
||||
var/brightness_on = 4 //luminosity when on
|
||||
var/on = FALSE
|
||||
var/obj/item/clothing/suit/space/hardsuit/suit
|
||||
//Determines used sprites: hardsuit[on]-[hardsuit_type]
|
||||
@@ -33,10 +36,8 @@
|
||||
icon_state = "[basestate][on]-[hardsuit_type]"
|
||||
user.update_inv_head() //so our mob-overlays update
|
||||
|
||||
if(on)
|
||||
set_light(brightness_on)
|
||||
else
|
||||
set_light(0)
|
||||
set_light_on(on)
|
||||
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
@@ -264,7 +265,7 @@
|
||||
resistance_flags = FIRE_PROOF
|
||||
heat_protection = HEAD
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15)
|
||||
brightness_on = 7
|
||||
light_range = 7
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/mining/Initialize()
|
||||
@@ -319,7 +320,7 @@
|
||||
to_chat(user, span_notice("You switch your hardsuit to EVA mode, sacrificing speed for space protection."))
|
||||
name = initial(name)
|
||||
desc = initial(desc)
|
||||
set_light(brightness_on)
|
||||
set_light_on(TRUE)
|
||||
clothing_flags |= visor_flags
|
||||
flags_cover |= HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
flags_inv |= visor_flags_inv
|
||||
@@ -328,7 +329,7 @@
|
||||
to_chat(user, span_notice("You switch your hardsuit to combat mode and can now run at full speed."))
|
||||
name += " (combat)"
|
||||
desc = alt_desc
|
||||
set_light(0)
|
||||
set_light_on(FALSE)
|
||||
clothing_flags &= ~visor_flags
|
||||
flags_cover &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
|
||||
flags_inv &= ~visor_flags_inv
|
||||
@@ -430,7 +431,8 @@
|
||||
icon_state = "carp_helm"
|
||||
item_state = "syndicate"
|
||||
armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75) //As whimpy as a space carp
|
||||
brightness_on = 0 //luminosity when on
|
||||
light_system = NO_LIGHT_SUPPORT
|
||||
light_range = 0 //luminosity when on
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/carp/Initialize()
|
||||
@@ -703,7 +705,7 @@
|
||||
hardsuit_type = "ert_commander"
|
||||
armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
|
||||
strip_delay = 130
|
||||
brightness_on = 7
|
||||
light_range = 7
|
||||
resistance_flags = FIRE_PROOF
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
|
||||
|
||||
@@ -44,8 +44,10 @@
|
||||
strip_delay = 80
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
var/brightness_on = 4 //luminosity when the light is on
|
||||
var/on = FALSE
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 4
|
||||
light_on = FALSE
|
||||
var/helmet_on = FALSE
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light)
|
||||
flash_protect = 0
|
||||
var/base_icon_state
|
||||
@@ -59,15 +61,13 @@
|
||||
toggle_helmet_light(user)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/plasmaman/proc/toggle_helmet_light(mob/user)
|
||||
on = !on
|
||||
if(on)
|
||||
set_light(brightness_on)
|
||||
else
|
||||
set_light(0)
|
||||
|
||||
icon_state = "[base_icon_state][on ? "-light":""]"
|
||||
helmet_on = !helmet_on
|
||||
icon_state = "[base_icon_state][helmet_on ? "-light":""]"
|
||||
item_state = icon_state
|
||||
user.update_inv_head()
|
||||
|
||||
set_light_on(helmet_on)
|
||||
|
||||
for(var/X in actions)
|
||||
var/datum/action/A=X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
@@ -816,7 +816,9 @@
|
||||
item_state = "lampskirt_male"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET
|
||||
can_adjust = FALSE
|
||||
var/brightness_on = 1 //luminosity when the light is on
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 2
|
||||
light_on = FALSE
|
||||
var/on = FALSE
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light)
|
||||
|
||||
@@ -827,10 +829,10 @@
|
||||
user.update_inv_w_uniform() //So the mob overlay updates
|
||||
|
||||
if(on)
|
||||
set_light(brightness_on)
|
||||
set_light_on(TRUE)
|
||||
user.visible_message(span_notice("[user] discreetly pulls a cord for the bulbs under [user.p_their()] skirt, turning [user.p_them()] on."))
|
||||
else
|
||||
set_light(0)
|
||||
set_light_on(FALSE)
|
||||
|
||||
for(var/X in actions)
|
||||
var/datum/action/A=X
|
||||
|
||||
@@ -156,7 +156,7 @@
|
||||
use_power = IDLE_POWER_USE
|
||||
idle_power_usage = 2
|
||||
active_power_usage = 6
|
||||
power_channel = ENVIRON
|
||||
power_channel = AREA_USAGE_ENVIRON
|
||||
|
||||
/obj/machinery/readybutton/attack_ai(mob/user as mob)
|
||||
to_chat(user, "The station AI is not to interact with these devices.")
|
||||
|
||||
@@ -73,6 +73,7 @@
|
||||
desc = "Eating this <i>makes</i> you immortal."
|
||||
icon_state = "ambrosia_gaia"
|
||||
filling_color = rgb(255, 175, 0)
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 3
|
||||
seed = /obj/item/seeds/ambrosia/gaia
|
||||
wine_power = 70
|
||||
|
||||
@@ -260,8 +260,9 @@
|
||||
return max(S.potency*(rate + 0.01), 0.1)
|
||||
|
||||
/datum/plant_gene/trait/glow/on_new(obj/item/reagent_containers/food/snacks/grown/G, newloc)
|
||||
..()
|
||||
G.set_light(glow_range(G.seed), glow_power(G.seed), glow_color)
|
||||
. = ..()
|
||||
G.light_system = MOVABLE_LIGHT
|
||||
G.AddComponent(/datum/component/overlay_lighting, glow_range(G.seed), glow_power(G.seed), glow_color)
|
||||
|
||||
/datum/plant_gene/trait/glow/shadow
|
||||
//makes plant emit slightly purple shadows
|
||||
|
||||
@@ -1,11 +1,21 @@
|
||||
|
||||
/atom
|
||||
var/light_power = 1 // Intensity of the light.
|
||||
var/light_range = 0 // Range in tiles of the light.
|
||||
var/light_color // Hexadecimal RGB string representing the colour of the light.
|
||||
|
||||
var/tmp/datum/light_source/light // Our light source. Don't fuck with this directly unless you have a good reason!
|
||||
var/tmp/list/light_sources // Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
|
||||
///Light systems, both shouldn't be active at the same time.
|
||||
var/light_system = STATIC_LIGHT
|
||||
///Range of the light in tiles. Zero means no light.
|
||||
var/light_range = 0
|
||||
///Intensity of the light. The stronger, the less shadows you will see on the lit area.
|
||||
var/light_power = 1
|
||||
///Hexadecimal RGB string representing the colour of the light. White by default.
|
||||
var/light_color = COLOR_WHITE
|
||||
///Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values.
|
||||
var/light_on = TRUE
|
||||
///Bitflags to determine lighting-related atom properties.
|
||||
var/light_flags = NONE
|
||||
///Our light source. Don't fuck with this directly unless you have a good reason!
|
||||
var/tmp/datum/light_source/light
|
||||
///Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
|
||||
var/tmp/list/light_sources
|
||||
|
||||
// The proc you should always use to set the light of this atom.
|
||||
// Nonesensical value for l_color default, so we can detect if it gets set to null.
|
||||
@@ -35,6 +45,9 @@
|
||||
if (QDELETED(src))
|
||||
return
|
||||
|
||||
if(light_system != STATIC_LIGHT)
|
||||
CRASH("update_light() for [src] with following light_system value: [light_system]")
|
||||
|
||||
if (!light_power || !light_range) // We won't emit light anyways, destroy the light source.
|
||||
QDEL_NULL(light)
|
||||
else
|
||||
@@ -81,55 +94,97 @@
|
||||
|
||||
/atom/movable/Moved(atom/OldLoc, Dir)
|
||||
. = ..()
|
||||
var/datum/light_source/L
|
||||
var/thing
|
||||
for (thing in light_sources) // Cycle through the light sources on this atom and tell them to update.
|
||||
L = thing
|
||||
L.source_atom.update_light()
|
||||
for (var/datum/light_source/light as anything in light_sources) // Cycle through the light sources on this atom and tell them to update.
|
||||
light.source_atom.update_light()
|
||||
|
||||
/atom/vv_edit_var(var_name, var_value)
|
||||
switch (var_name)
|
||||
if ("light_range")
|
||||
set_light(l_range=var_value)
|
||||
if(light_system == STATIC_LIGHT)
|
||||
set_light(l_range = var_value)
|
||||
else
|
||||
set_light_range(var_value)
|
||||
datum_flags |= DF_VAR_EDITED
|
||||
return TRUE
|
||||
|
||||
if ("light_power")
|
||||
set_light(l_power=var_value)
|
||||
if(light_system == STATIC_LIGHT)
|
||||
set_light(l_power = var_value)
|
||||
else
|
||||
set_light_power(var_value)
|
||||
datum_flags |= DF_VAR_EDITED
|
||||
return TRUE
|
||||
|
||||
if ("light_color")
|
||||
set_light(l_color=var_value)
|
||||
if(light_system == STATIC_LIGHT)
|
||||
set_light(l_color = var_value)
|
||||
else
|
||||
set_light_color(var_value)
|
||||
datum_flags |= DF_VAR_EDITED
|
||||
return TRUE
|
||||
|
||||
return ..()
|
||||
|
||||
|
||||
/atom/proc/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
|
||||
/atom/proc/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
|
||||
return
|
||||
|
||||
/turf/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
|
||||
/turf/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
|
||||
if(!_duration)
|
||||
stack_trace("Lighting FX obj created on a turf without a duration")
|
||||
new /obj/effect/dummy/lighting_obj (src, _color, _range, _power, _duration)
|
||||
new /obj/effect/dummy/lighting_obj (src, _range, _power, _color, _duration)
|
||||
|
||||
/obj/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
|
||||
var/temp_color
|
||||
var/temp_power
|
||||
var/temp_range
|
||||
if(!_reset_lighting) //incase the obj already has a lighting color that you don't want cleared out after, ie computer monitors.
|
||||
temp_color = light_color
|
||||
temp_power = light_power
|
||||
temp_range = light_range
|
||||
set_light(_range, _power, _color)
|
||||
addtimer(CALLBACK(src, /atom/proc/set_light, _reset_lighting ? initial(light_range) : temp_range, _reset_lighting ? initial(light_power) : temp_power, _reset_lighting ? initial(light_color) : temp_color), _duration, TIMER_OVERRIDE|TIMER_UNIQUE)
|
||||
/obj/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
|
||||
if(!_duration)
|
||||
stack_trace("Lighting FX obj created on a obj without a duration")
|
||||
new /obj/effect/dummy/lighting_obj (get_turf(src), _range, _power, _color, _duration)
|
||||
|
||||
/mob/living/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = LIGHT_COLOR_WHITE, _duration = FLASH_LIGHT_DURATION, _reset_lighting = TRUE)
|
||||
mob_light(_color, _range, _power, _duration)
|
||||
|
||||
/mob/living/proc/mob_light(_color, _range, _power, _duration)
|
||||
var/obj/effect/dummy/lighting_obj/moblight/mob_light_obj = new (src, _color, _range, _power, _duration)
|
||||
/mob/living/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
|
||||
mob_light(_range, _power, _color, _duration)
|
||||
|
||||
|
||||
/mob/living/proc/mob_light(_range, _power, _color, _duration)
|
||||
var/obj/effect/dummy/lighting_obj/moblight/mob_light_obj = new (src, _range, _power, _color, _duration)
|
||||
return mob_light_obj
|
||||
|
||||
|
||||
/atom/proc/set_light_range(new_range)
|
||||
if(new_range == light_range)
|
||||
return
|
||||
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_RANGE, new_range)
|
||||
. = light_range
|
||||
light_range = new_range
|
||||
|
||||
|
||||
/atom/proc/set_light_power(new_power)
|
||||
if(new_power == light_power)
|
||||
return
|
||||
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_POWER, new_power)
|
||||
. = light_power
|
||||
light_power = new_power
|
||||
|
||||
|
||||
/atom/proc/set_light_color(new_color)
|
||||
if(new_color == light_color)
|
||||
return
|
||||
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_COLOR, new_color)
|
||||
. = light_color
|
||||
light_color = new_color
|
||||
|
||||
|
||||
/atom/proc/set_light_on(new_value)
|
||||
if(new_value == light_on)
|
||||
return
|
||||
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_ON, new_value)
|
||||
. = light_on
|
||||
light_on = new_value
|
||||
|
||||
|
||||
/atom/proc/set_light_flags(new_value)
|
||||
if(new_value == light_flags)
|
||||
return
|
||||
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_FLAGS, new_value)
|
||||
. = light_flags
|
||||
light_flags = new_value
|
||||
|
||||
|
||||
@@ -2,32 +2,35 @@
|
||||
// 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.
|
||||
GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST))
|
||||
|
||||
/datum/lighting_corner
|
||||
var/list/turf/masters
|
||||
var/list/datum/light_source/affecting // Light sources affecting us.
|
||||
var/active = FALSE // TRUE if one of our masters has dynamic lighting.
|
||||
|
||||
var/x = 0
|
||||
var/y = 0
|
||||
var/x = 0
|
||||
var/y = 0
|
||||
|
||||
var/turf/master_NE
|
||||
var/turf/master_SE
|
||||
var/turf/master_SW
|
||||
var/turf/master_NW
|
||||
|
||||
var/lum_r = 0
|
||||
var/lum_g = 0
|
||||
var/lum_b = 0
|
||||
|
||||
var/needs_update = FALSE
|
||||
//true color values, guaranteed to be between 0 and 1
|
||||
var/cache_r = LIGHTING_SOFT_THRESHOLD
|
||||
var/cache_g = LIGHTING_SOFT_THRESHOLD
|
||||
var/cache_b = LIGHTING_SOFT_THRESHOLD
|
||||
|
||||
var/cache_r = LIGHTING_SOFT_THRESHOLD
|
||||
var/cache_g = LIGHTING_SOFT_THRESHOLD
|
||||
var/cache_b = LIGHTING_SOFT_THRESHOLD
|
||||
var/cache_mx = 0
|
||||
///the maximum of lum_r, lum_g, and lum_b. if this is > 1 then the three cached color values are divided by this
|
||||
var/largest_color_luminosity = 0
|
||||
|
||||
///whether we are to be added to SSlighting's corners_queue list for an update
|
||||
var/needs_update = FALSE
|
||||
|
||||
/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
|
||||
. = ..()
|
||||
masters = list()
|
||||
masters[new_turf] = turn(diagonal, 180)
|
||||
save_master(new_turf, turn(diagonal, 180))
|
||||
|
||||
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.
|
||||
@@ -38,50 +41,49 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
|
||||
// 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
|
||||
var/turf/new_master_turf
|
||||
|
||||
// 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 = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180))
|
||||
T.corners[i] = src
|
||||
new_master_turf = get_step(new_turf, diagonal)
|
||||
if (new_master_turf) // In case we're on the map's border.
|
||||
save_master(new_master_turf, diagonal)
|
||||
|
||||
// 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 = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
|
||||
T.corners[i] = src
|
||||
new_master_turf = get_step(new_turf, horizontal)
|
||||
if (new_master_turf) // Ditto.
|
||||
save_master(new_master_turf, ((new_master_turf.x > x) ? EAST : WEST) | ((new_master_turf.y > y) ? NORTH : SOUTH)) // Get the dir based on coordinates.
|
||||
|
||||
// And finally the vertical one.
|
||||
T = get_step(new_turf, vertical)
|
||||
if (T)
|
||||
if (!T.corners)
|
||||
T.corners = list(null, null, null, null)
|
||||
new_master_turf = get_step(new_turf, vertical)
|
||||
if (new_master_turf)
|
||||
save_master(new_master_turf, ((new_master_turf.x > x) ? EAST : WEST) | ((new_master_turf.y > y) ? NORTH : SOUTH)) // Get the dir based on coordinates.
|
||||
|
||||
masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
|
||||
i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
|
||||
T.corners[i] = src
|
||||
/datum/lighting_corner/proc/save_master(turf/master, dir)
|
||||
switch (dir)
|
||||
if (NORTHEAST)
|
||||
master_NE = master
|
||||
master.lighting_corner_SW = src
|
||||
if (SOUTHEAST)
|
||||
master_SE = master
|
||||
master.lighting_corner_NW = src
|
||||
if (SOUTHWEST)
|
||||
master_SW = master
|
||||
master.lighting_corner_NE = src
|
||||
if (NORTHWEST)
|
||||
master_NW = master
|
||||
master.lighting_corner_SE = src
|
||||
|
||||
update_active()
|
||||
/datum/lighting_corner/proc/self_destruct_if_idle()
|
||||
if (!LAZYLEN(affecting))
|
||||
qdel(src, force = TRUE)
|
||||
|
||||
/datum/lighting_corner/proc/update_active()
|
||||
active = FALSE
|
||||
var/turf/T
|
||||
var/thing
|
||||
for (thing in masters)
|
||||
T = thing
|
||||
if (T.lighting_object)
|
||||
active = TRUE
|
||||
return
|
||||
/datum/lighting_corner/proc/vis_update()
|
||||
for (var/datum/light_source/light_source as anything in affecting)
|
||||
light_source.vis_update()
|
||||
|
||||
/datum/lighting_corner/proc/full_update()
|
||||
for (var/datum/light_source/light_source as anything in affecting)
|
||||
light_source.recalc_corner(src)
|
||||
|
||||
// God that was a mess, now to do the rest of the corner code! Hooray!
|
||||
/datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b)
|
||||
@@ -94,20 +96,20 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
|
||||
|
||||
if (!needs_update)
|
||||
needs_update = TRUE
|
||||
GLOB.lighting_update_corners += src
|
||||
SSlighting.corners_queue += src
|
||||
|
||||
/datum/lighting_corner/proc/update_objects()
|
||||
// Cache these values ahead of time so 4 individual lighting objects 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 one of them is the strongest lum, if it is above 1.
|
||||
var/largest_color_luminosity = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1.
|
||||
. = 1 // factor
|
||||
if (mx > 1)
|
||||
. = 1 / mx
|
||||
if (largest_color_luminosity > 1)
|
||||
. = 1 / largest_color_luminosity
|
||||
|
||||
#if LIGHTING_SOFT_THRESHOLD != 0
|
||||
else if (mx < LIGHTING_SOFT_THRESHOLD)
|
||||
else if (largest_color_luminosity < LIGHTING_SOFT_THRESHOLD)
|
||||
. = 0 // 0 means soft lighting.
|
||||
|
||||
cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
|
||||
@@ -118,13 +120,29 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
|
||||
cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
|
||||
cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
|
||||
#endif
|
||||
cache_mx = round(mx, LIGHTING_ROUND_VALUE)
|
||||
src.largest_color_luminosity = round(largest_color_luminosity, LIGHTING_ROUND_VALUE)
|
||||
|
||||
for (var/TT in masters)
|
||||
var/turf/T = TT
|
||||
if (T.lighting_object && !T.lighting_object.needs_update)
|
||||
T.lighting_object.needs_update = TRUE
|
||||
GLOB.lighting_update_objects += T.lighting_object
|
||||
var/datum/lighting_object/lighting_object = master_NE?.lighting_object
|
||||
if (lighting_object && !lighting_object.needs_update)
|
||||
lighting_object.needs_update = TRUE
|
||||
SSlighting.objects_queue += lighting_object
|
||||
|
||||
lighting_object = master_SE?.lighting_object
|
||||
if (lighting_object && !lighting_object.needs_update)
|
||||
lighting_object.needs_update = TRUE
|
||||
SSlighting.objects_queue += lighting_object
|
||||
|
||||
lighting_object = master_SW?.lighting_object
|
||||
if (lighting_object && !lighting_object.needs_update)
|
||||
lighting_object.needs_update = TRUE
|
||||
SSlighting.objects_queue += lighting_object
|
||||
|
||||
lighting_object = master_NW?.lighting_object
|
||||
if (lighting_object && !lighting_object.needs_update)
|
||||
lighting_object.needs_update = TRUE
|
||||
SSlighting.objects_queue += lighting_object
|
||||
|
||||
self_destruct_if_idle()
|
||||
|
||||
|
||||
/datum/lighting_corner/dummy/New()
|
||||
@@ -134,6 +152,23 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
|
||||
if (!force)
|
||||
return QDEL_HINT_LETMELIVE
|
||||
|
||||
stack_trace("Ok, Look, /tg/, I need you to find whatever fucker decided to call qdel on a fucking lighting corner, then tell him very nicely and politely that he is 100% retarded and needs his head checked. Thanks. Send them my regards by the way.")
|
||||
for (var/datum/light_source/light_source as anything in affecting)
|
||||
LAZYREMOVE(light_source.effect_str, src)
|
||||
affecting = null
|
||||
|
||||
if (master_NE)
|
||||
master_NE.lighting_corner_SW = null
|
||||
master_NE.lighting_corners_initialised = FALSE
|
||||
if (master_SE)
|
||||
master_SE.lighting_corner_NW = null
|
||||
master_SE.lighting_corners_initialised = FALSE
|
||||
if (master_SW)
|
||||
master_SW.lighting_corner_NE = null
|
||||
master_SW.lighting_corners_initialised = FALSE
|
||||
if (master_NW)
|
||||
master_NW.lighting_corner_SE = null
|
||||
master_NW.lighting_corners_initialised = FALSE
|
||||
if (needs_update)
|
||||
SSlighting.corners_queue -= src
|
||||
|
||||
return ..()
|
||||
|
||||
@@ -29,12 +29,12 @@
|
||||
space_tile.update_starlight()
|
||||
|
||||
needs_update = TRUE
|
||||
GLOB.lighting_update_objects += src
|
||||
SSlighting.objects_queue += src
|
||||
|
||||
/datum/lighting_object/Destroy(force)
|
||||
if (!force)
|
||||
return QDEL_HINT_LETMELIVE
|
||||
GLOB.lighting_update_objects -= src
|
||||
SSlighting.objects_queue -= src
|
||||
if (isturf(affected_turf))
|
||||
affected_turf.lighting_object = null
|
||||
affected_turf.luminosity = 1
|
||||
@@ -54,34 +54,28 @@
|
||||
|
||||
var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
|
||||
|
||||
var/list/corners = affected_turf.corners
|
||||
var/datum/lighting_corner/cr = dummy_lighting_corner
|
||||
var/datum/lighting_corner/cg = dummy_lighting_corner
|
||||
var/datum/lighting_corner/cb = dummy_lighting_corner
|
||||
var/datum/lighting_corner/ca = dummy_lighting_corner
|
||||
if (corners) //done this way for speed
|
||||
cr = corners[3] || dummy_lighting_corner
|
||||
cg = corners[2] || dummy_lighting_corner
|
||||
cb = corners[4] || dummy_lighting_corner
|
||||
ca = corners[1] || dummy_lighting_corner
|
||||
var/datum/lighting_corner/red_corner = affected_turf.lighting_corner_SW || dummy_lighting_corner
|
||||
var/datum/lighting_corner/green_corner = affected_turf.lighting_corner_SE || dummy_lighting_corner
|
||||
var/datum/lighting_corner/blue_corner = affected_turf.lighting_corner_NW || dummy_lighting_corner
|
||||
var/datum/lighting_corner/alpha_corner = affected_turf.lighting_corner_NE || dummy_lighting_corner
|
||||
|
||||
var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
|
||||
var/max = max(red_corner.largest_color_luminosity, green_corner.largest_color_luminosity, blue_corner.largest_color_luminosity, alpha_corner.largest_color_luminosity)
|
||||
|
||||
var/rr = cr.cache_r
|
||||
var/rg = cr.cache_g
|
||||
var/rb = cr.cache_b
|
||||
var/rr = red_corner.cache_r
|
||||
var/rg = red_corner.cache_g
|
||||
var/rb = red_corner.cache_b
|
||||
|
||||
var/gr = cg.cache_r
|
||||
var/gg = cg.cache_g
|
||||
var/gb = cg.cache_b
|
||||
var/gr = green_corner.cache_r
|
||||
var/gg = green_corner.cache_g
|
||||
var/gb = green_corner.cache_b
|
||||
|
||||
var/br = cb.cache_r
|
||||
var/bg = cb.cache_g
|
||||
var/bb = cb.cache_b
|
||||
var/br = blue_corner.cache_r
|
||||
var/bg = blue_corner.cache_g
|
||||
var/bb = blue_corner.cache_b
|
||||
|
||||
var/ar = ca.cache_r
|
||||
var/ag = ca.cache_g
|
||||
var/ab = ca.cache_b
|
||||
var/ar = alpha_corner.cache_r
|
||||
var/ag = alpha_corner.cache_g
|
||||
var/ab = alpha_corner.cache_b
|
||||
|
||||
#if LIGHTING_SOFT_THRESHOLD != 0
|
||||
var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
|
||||
|
||||
@@ -2,14 +2,21 @@
|
||||
// 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.
|
||||
///The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
|
||||
var/atom/top_atom
|
||||
///The atom that we belong to.
|
||||
var/atom/source_atom
|
||||
|
||||
var/turf/source_turf // The turf under the above.
|
||||
var/turf/pixel_turf // The turf the top_atom appears to over.
|
||||
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()
|
||||
///The turf under the source atom.
|
||||
var/turf/source_turf
|
||||
///The turf the top_atom appears to over.
|
||||
var/turf/pixel_turf
|
||||
///Intensity of the emitter light.
|
||||
var/light_power
|
||||
/// The range of the emitted light.
|
||||
var/light_range
|
||||
/// The colour of the light, string, decomposed by parse_light_color()
|
||||
var/light_color
|
||||
|
||||
// Variables for keeping track of the colour.
|
||||
var/lum_r
|
||||
@@ -21,12 +28,14 @@
|
||||
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
|
||||
/// List used to store how much we're affecting corners.
|
||||
var/list/datum/lighting_corner/effect_str
|
||||
|
||||
var/applied = FALSE // Whether we have applied our light yet or not.
|
||||
/// Whether we have applied our light yet or not.
|
||||
var/applied = FALSE
|
||||
|
||||
var/needs_update = LIGHTING_NO_UPDATE // Whether we are queued for an update.
|
||||
/// whether we are to be added to SSlighting's sources_queue list for an update
|
||||
var/needs_update = LIGHTING_NO_UPDATE
|
||||
|
||||
|
||||
/datum/light_source/New(var/atom/owner, var/atom/top)
|
||||
@@ -56,7 +65,7 @@
|
||||
LAZYREMOVE(top_atom.light_sources, src)
|
||||
|
||||
if (needs_update)
|
||||
GLOB.lighting_update_lights -= src
|
||||
SSlighting.sources_queue -= src
|
||||
|
||||
. = ..()
|
||||
|
||||
@@ -65,7 +74,7 @@
|
||||
// Actually that'd be great if you could!
|
||||
#define EFFECT_UPDATE(level) \
|
||||
if (needs_update == LIGHTING_NO_UPDATE) \
|
||||
GLOB.lighting_update_lights += src; \
|
||||
SSlighting.sources_queue += src; \
|
||||
if (needs_update < level) \
|
||||
needs_update = level; \
|
||||
|
||||
@@ -99,56 +108,43 @@
|
||||
// The braces and semicolons are there to be able to do this on a single line.
|
||||
#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
|
||||
|
||||
#define APPLY_CORNER(C) \
|
||||
. = LUM_FALLOFF(C, pixel_turf); \
|
||||
. *= light_power; \
|
||||
var/OLD = effect_str[C]; \
|
||||
effect_str[C] = .; \
|
||||
\
|
||||
C.update_lumcount \
|
||||
( \
|
||||
(. * lum_r) - (OLD * applied_lum_r), \
|
||||
(. * lum_g) - (OLD * applied_lum_g), \
|
||||
(. * lum_b) - (OLD * applied_lum_b) \
|
||||
);
|
||||
#define APPLY_CORNER(C) \
|
||||
. = LUM_FALLOFF(C, pixel_turf); \
|
||||
. *= light_power; \
|
||||
var/OLD = effect_str[C]; \
|
||||
\
|
||||
C.update_lumcount \
|
||||
( \
|
||||
(. * lum_r) - (OLD * applied_lum_r), \
|
||||
(. * lum_g) - (OLD * applied_lum_g), \
|
||||
(. * lum_b) - (OLD * applied_lum_b) \
|
||||
); \
|
||||
|
||||
#define REMOVE_CORNER(C) \
|
||||
. = -effect_str[C]; \
|
||||
C.update_lumcount \
|
||||
( \
|
||||
. * applied_lum_r, \
|
||||
. * applied_lum_g, \
|
||||
. * applied_lum_b \
|
||||
#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.
|
||||
|
||||
/datum/light_source/proc/remove_lum()
|
||||
applied = FALSE
|
||||
var/thing
|
||||
for (thing in affecting_turfs)
|
||||
var/turf/T = thing
|
||||
LAZYREMOVE(T.affecting_lights, src)
|
||||
for (var/datum/lighting_corner/corner as anything in effect_str)
|
||||
REMOVE_CORNER(corner)
|
||||
LAZYREMOVE(corner.affecting, src)
|
||||
|
||||
affecting_turfs = null
|
||||
|
||||
var/datum/lighting_corner/C
|
||||
for (thing in effect_str)
|
||||
C = thing
|
||||
REMOVE_CORNER(C)
|
||||
|
||||
LAZYREMOVE(C.affecting, src)
|
||||
|
||||
effect_str = null
|
||||
|
||||
/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
|
||||
/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/corner)
|
||||
LAZYINITLIST(effect_str)
|
||||
if (effect_str[C]) // Already have one.
|
||||
REMOVE_CORNER(C)
|
||||
effect_str[C] = 0
|
||||
if (effect_str[corner]) // Already have one.
|
||||
REMOVE_CORNER(corner)
|
||||
effect_str[corner] = 0
|
||||
|
||||
APPLY_CORNER(C)
|
||||
UNSETEMPTY(effect_str)
|
||||
APPLY_CORNER(corner)
|
||||
effect_str[corner] = .
|
||||
|
||||
|
||||
/datum/light_source/proc/update_corners()
|
||||
@@ -185,9 +181,9 @@
|
||||
pixel_turf = get_turf_pixel(top_atom)
|
||||
update = TRUE
|
||||
else
|
||||
var/P = get_turf_pixel(top_atom)
|
||||
if (P != pixel_turf)
|
||||
pixel_turf = P
|
||||
var/pixel_loc = get_turf_pixel(top_atom)
|
||||
if (pixel_loc != pixel_turf)
|
||||
pixel_turf = pixel_loc
|
||||
update = TRUE
|
||||
|
||||
if (!isturf(source_turf))
|
||||
@@ -213,77 +209,56 @@
|
||||
return //nothing's changed
|
||||
|
||||
var/list/datum/lighting_corner/corners = list()
|
||||
var/list/turf/turfs = list()
|
||||
var/thing
|
||||
var/datum/lighting_corner/C
|
||||
var/turf/T
|
||||
var/list/turf/turfs = list()
|
||||
|
||||
if (source_turf)
|
||||
var/oldlum = source_turf.luminosity
|
||||
source_turf.luminosity = CEILING(light_range, 1)
|
||||
for(T in view(CEILING(light_range, 1), source_turf))
|
||||
if((!IS_DYNAMIC_LIGHTING(T) && !T.light_sources) || T.has_opaque_atom)
|
||||
continue
|
||||
if (!T.lighting_corners_initialised)
|
||||
T.generate_missing_corners()
|
||||
for (thing in T.corners)
|
||||
C = thing
|
||||
corners[C] = 0
|
||||
for(var/turf/T in view(CEILING(light_range, 1), source_turf))
|
||||
if(!T.has_opaque_atom)
|
||||
if (!T.lighting_corners_initialised)
|
||||
T.generate_missing_corners()
|
||||
corners[T.lighting_corner_NE] = 0
|
||||
corners[T.lighting_corner_SE] = 0
|
||||
corners[T.lighting_corner_SW] = 0
|
||||
corners[T.lighting_corner_NW] = 0
|
||||
turfs += T
|
||||
source_turf.luminosity = oldlum
|
||||
|
||||
LAZYINITLIST(affecting_turfs)
|
||||
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
|
||||
affecting_turfs += L
|
||||
for (thing in L)
|
||||
T = thing
|
||||
LAZYADD(T.affecting_lights, src)
|
||||
|
||||
L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
|
||||
affecting_turfs -= L
|
||||
for (thing in L)
|
||||
T = thing
|
||||
LAZYREMOVE(T.affecting_lights, src)
|
||||
|
||||
var/list/datum/lighting_corner/new_corners = (corners - effect_str)
|
||||
LAZYINITLIST(effect_str)
|
||||
if (needs_update == LIGHTING_VIS_UPDATE)
|
||||
for (thing in corners - effect_str) // New corners
|
||||
C = thing
|
||||
LAZYADD(C.affecting, src)
|
||||
if (!C.active)
|
||||
effect_str[C] = 0
|
||||
continue
|
||||
APPLY_CORNER(C)
|
||||
for (var/datum/lighting_corner/corner as anything in new_corners)
|
||||
APPLY_CORNER(corner)
|
||||
if (. != 0)
|
||||
LAZYADD(corner.affecting, src)
|
||||
effect_str[corner] = .
|
||||
else
|
||||
L = corners - effect_str
|
||||
for (thing in L) // New corners
|
||||
C = thing
|
||||
LAZYADD(C.affecting, src)
|
||||
if (!C.active)
|
||||
effect_str[C] = 0
|
||||
continue
|
||||
APPLY_CORNER(C)
|
||||
for (var/datum/lighting_corner/corner as anything in new_corners)
|
||||
APPLY_CORNER(corner)
|
||||
if (. != 0)
|
||||
LAZYADD(corner.affecting, src)
|
||||
effect_str[corner] = .
|
||||
|
||||
for (thing in corners - L) // Existing corners
|
||||
C = thing
|
||||
if (!C.active)
|
||||
effect_str[C] = 0
|
||||
continue
|
||||
APPLY_CORNER(C)
|
||||
for (var/datum/lighting_corner/corner as anything in corners - new_corners) // Existing corners
|
||||
APPLY_CORNER(corner)
|
||||
if (. != 0)
|
||||
effect_str[corner] = .
|
||||
else
|
||||
LAZYREMOVE(corner.affecting, src)
|
||||
effect_str -= corner
|
||||
|
||||
L = effect_str - corners
|
||||
for (thing in L) // Old, now gone, corners.
|
||||
C = thing
|
||||
REMOVE_CORNER(C)
|
||||
LAZYREMOVE(C.affecting, src)
|
||||
effect_str -= L
|
||||
var/list/datum/lighting_corner/gone_corners = effect_str - corners
|
||||
for (var/datum/lighting_corner/corner as anything in gone_corners)
|
||||
REMOVE_CORNER(corner)
|
||||
LAZYREMOVE(corner.affecting, src)
|
||||
effect_str -= gone_corners
|
||||
|
||||
applied_lum_r = lum_r
|
||||
applied_lum_g = lum_g
|
||||
applied_lum_b = lum_b
|
||||
|
||||
UNSETEMPTY(effect_str)
|
||||
UNSETEMPTY(affecting_turfs)
|
||||
|
||||
#undef EFFECT_UPDATE
|
||||
#undef LUM_FALLOFF
|
||||
|
||||
@@ -4,76 +4,68 @@
|
||||
|
||||
var/tmp/lighting_corners_initialised = FALSE
|
||||
|
||||
var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf.
|
||||
var/tmp/datum/lighting_object/lighting_object // Our lighting object.
|
||||
var/tmp/list/datum/lighting_corner/corners
|
||||
|
||||
///Lighting Corner datums.
|
||||
var/tmp/datum/lighting_corner/lighting_corner_NE
|
||||
var/tmp/datum/lighting_corner/lighting_corner_SE
|
||||
var/tmp/datum/lighting_corner/lighting_corner_SW
|
||||
var/tmp/datum/lighting_corner/lighting_corner_NW
|
||||
|
||||
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.
|
||||
|
||||
///Lumcount added by sources other than lighting datum objects, such as the overlay lighting component.
|
||||
var/dynamic_lumcount = 0
|
||||
|
||||
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
|
||||
/turf/proc/reconsider_lights()
|
||||
var/datum/light_source/L
|
||||
var/thing
|
||||
for (thing in affecting_lights)
|
||||
L = thing
|
||||
L.vis_update()
|
||||
lighting_corner_NE?.vis_update()
|
||||
lighting_corner_SE?.vis_update()
|
||||
lighting_corner_SW?.vis_update()
|
||||
lighting_corner_NW?.vis_update()
|
||||
|
||||
/turf/proc/lighting_clear_overlay()
|
||||
if (lighting_object)
|
||||
qdel(lighting_object, TRUE)
|
||||
|
||||
var/datum/lighting_corner/C
|
||||
var/thing
|
||||
for (thing in corners)
|
||||
if(!thing)
|
||||
continue
|
||||
C = thing
|
||||
C.update_active()
|
||||
qdel(lighting_object, force=TRUE)
|
||||
|
||||
// Builds a lighting object for us, but only if our area is dynamic.
|
||||
/turf/proc/lighting_build_overlay()
|
||||
if (lighting_object)
|
||||
qdel(lighting_object,force=TRUE) //Shitty fix for lighting objects persisting after death
|
||||
qdel(lighting_object, force=TRUE) //Shitty fix for lighting objects persisting after death
|
||||
|
||||
var/area/A = loc
|
||||
if (!IS_DYNAMIC_LIGHTING(A) && !light_sources)
|
||||
var/area/our_area = loc
|
||||
if (!IS_DYNAMIC_LIGHTING(our_area) && !light_sources)
|
||||
return
|
||||
|
||||
if (!lighting_corners_initialised)
|
||||
generate_missing_corners()
|
||||
|
||||
new/datum/lighting_object(src)
|
||||
|
||||
var/thing
|
||||
var/datum/lighting_corner/C
|
||||
var/datum/light_source/S
|
||||
for (thing in corners)
|
||||
if(!thing)
|
||||
continue
|
||||
C = thing
|
||||
if (!C.active) // We would activate the corner, calculate the lighting for it.
|
||||
for (thing in C.affecting)
|
||||
S = thing
|
||||
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_object)
|
||||
return 1
|
||||
|
||||
var/totallums = 0
|
||||
var/thing
|
||||
var/datum/lighting_corner/L
|
||||
for (thing in corners)
|
||||
if(!thing)
|
||||
continue
|
||||
L = thing
|
||||
L = lighting_corner_NE
|
||||
if (L)
|
||||
totallums += L.lum_r + L.lum_b + L.lum_g
|
||||
L = lighting_corner_SE
|
||||
if (L)
|
||||
totallums += L.lum_r + L.lum_b + L.lum_g
|
||||
L = lighting_corner_SW
|
||||
if (L)
|
||||
totallums += L.lum_r + L.lum_b + L.lum_g
|
||||
L = lighting_corner_NW
|
||||
if (L)
|
||||
totallums += L.lum_r + L.lum_b + L.lum_g
|
||||
|
||||
|
||||
totallums /= 12 // 4 corners, each with 3 channels, get the average.
|
||||
|
||||
totallums = (totallums - minlum) / (maxlum - minlum)
|
||||
|
||||
totallums += dynamic_lumcount
|
||||
|
||||
return CLAMP01(totallums)
|
||||
|
||||
// Returns a boolean whether the turf is on soft lighting.
|
||||
@@ -111,14 +103,38 @@
|
||||
lighting_clear_overlay()
|
||||
|
||||
/turf/proc/generate_missing_corners()
|
||||
if (!IS_DYNAMIC_LIGHTING(src) && !light_sources)
|
||||
return
|
||||
if (!lighting_corner_NE)
|
||||
lighting_corner_NE = new/datum/lighting_corner(src, NORTH|EAST)
|
||||
|
||||
if (!lighting_corner_SE)
|
||||
lighting_corner_SE = new/datum/lighting_corner(src, SOUTH|EAST)
|
||||
|
||||
if (!lighting_corner_SW)
|
||||
lighting_corner_SW = new/datum/lighting_corner(src, SOUTH|WEST)
|
||||
|
||||
if (!lighting_corner_NW)
|
||||
lighting_corner_NW = new/datum/lighting_corner(src, NORTH|WEST)
|
||||
|
||||
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
|
||||
/turf/proc/get_affecting_lights()
|
||||
var/list/affecting = list()
|
||||
|
||||
corners[i] = new/datum/lighting_corner(src, GLOB.LIGHTING_CORNER_DIAGONAL[i])
|
||||
if (!lighting_object)
|
||||
return affecting
|
||||
|
||||
var/datum/lighting_corner/L
|
||||
L = lighting_corner_NE
|
||||
if (L)
|
||||
affecting += L.affecting
|
||||
L = lighting_corner_SE
|
||||
if (L)
|
||||
affecting += L.affecting
|
||||
L = lighting_corner_SW
|
||||
if (L)
|
||||
affecting += L.affecting
|
||||
L = lighting_corner_NW
|
||||
if (L)
|
||||
affecting += L.affecting
|
||||
|
||||
return uniqueList(affecting)
|
||||
|
||||
@@ -340,7 +340,9 @@ GLOBAL_LIST_EMPTY(bloodmen_list)
|
||||
desc = "Happy to light your way."
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "orb"
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 7
|
||||
light_flags = LIGHT_ATTACHED
|
||||
layer = ABOVE_ALL_MOB_LAYER
|
||||
var/sight_flags = SEE_MOBS
|
||||
var/lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
|
||||
|
||||
@@ -37,8 +37,10 @@
|
||||
healable = 0
|
||||
loot = list(/obj/effect/decal/cleanable/robot_debris)
|
||||
del_on_death = TRUE
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 6
|
||||
light_on = FALSE
|
||||
var/mode = MINEDRONE_COLLECT
|
||||
var/light_on = 0
|
||||
var/obj/item/gun/energy/kinetic_accelerator/minebot/stored_gun
|
||||
|
||||
/mob/living/simple_animal/hostile/mining_drone/Initialize()
|
||||
@@ -234,11 +236,7 @@
|
||||
/datum/action/innate/minedrone/toggle_light/Activate()
|
||||
var/mob/living/simple_animal/hostile/mining_drone/user = owner
|
||||
|
||||
if(user.light_on)
|
||||
user.set_light(0)
|
||||
else
|
||||
user.set_light(6)
|
||||
user.light_on = !user.light_on
|
||||
user.set_light_on(!user.light_on)
|
||||
to_chat(user, span_notice("You toggle your light [user.light_on ? "on" : "off"]."))
|
||||
|
||||
/datum/action/innate/minedrone/toggle_mode
|
||||
|
||||
@@ -17,6 +17,10 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
|
||||
invisibility = INVISIBILITY_OBSERVER
|
||||
hud_type = /datum/hud/ghost
|
||||
movement_type = GROUND | FLYING
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 1
|
||||
light_power = 2
|
||||
light_on = FALSE
|
||||
var/can_reenter_corpse
|
||||
var/bootime = 0
|
||||
var/started_as_observer //This variable is set to 1 when you enter the game as an observer.
|
||||
@@ -926,10 +930,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
|
||||
/mob/dead/observer/proc/set_invisibility(value)
|
||||
invisibility = value
|
||||
if(!value)
|
||||
set_light(1, 2)
|
||||
else
|
||||
set_light(0, 0)
|
||||
set_light_on(!value ? TRUE : FALSE)
|
||||
|
||||
// Ghosts have no momentum, being massless ectoplasm
|
||||
/mob/dead/observer/Process_Spacemove(movement_dir)
|
||||
|
||||
@@ -47,20 +47,32 @@
|
||||
|
||||
smells_like = "crackling sweetness"
|
||||
|
||||
var/obj/effect/dummy/lighting_obj/ethereal_light
|
||||
|
||||
|
||||
/datum/species/ethereal/Destroy(force)
|
||||
if(ethereal_light)
|
||||
QDEL_NULL(ethereal_light)
|
||||
return ..()
|
||||
|
||||
|
||||
/datum/species/ethereal/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
|
||||
.=..()
|
||||
if(ishuman(C))
|
||||
var/mob/living/carbon/human/H = C
|
||||
default_color = "#" + H.dna.features["ethcolor"]
|
||||
r1 = GETREDPART(default_color)
|
||||
g1 = GETGREENPART(default_color)
|
||||
b1 = GETBLUEPART(default_color)
|
||||
spec_updatehealth(H)
|
||||
. = ..()
|
||||
if(!ishuman(C))
|
||||
return
|
||||
var/mob/living/carbon/human/ethereal = C
|
||||
default_color = "#[ethereal.dna.features["ethcolor"]]"
|
||||
r1 = GETREDPART(default_color)
|
||||
g1 = GETGREENPART(default_color)
|
||||
b1 = GETBLUEPART(default_color)
|
||||
//RegisterSignal(ethereal, COMSIG_ATOM_EMAG_ACT, .proc/on_emag_act)
|
||||
//RegisterSignal(ethereal, COMSIG_ATOM_EMP_ACT, .proc/on_emp_act)
|
||||
ethereal_light = ethereal.mob_light()
|
||||
spec_updatehealth(ethereal)
|
||||
|
||||
/datum/species/ethereal/on_species_loss(mob/living/carbon/human/C, datum/species/new_species, pref_load)
|
||||
.=..()
|
||||
C.set_light(0)
|
||||
QDEL_NULL(ethereal_light)
|
||||
return ..()
|
||||
|
||||
/datum/species/ethereal/random_name(gender,unique,lastname)
|
||||
if(unique)
|
||||
@@ -71,15 +83,16 @@
|
||||
return randname
|
||||
|
||||
/datum/species/ethereal/spec_updatehealth(mob/living/carbon/human/H)
|
||||
.=..()
|
||||
. = ..()
|
||||
if(H.stat != DEAD && !EMPeffect)
|
||||
var/healthpercent = max(H.health, 0) / 100
|
||||
if(!emageffect)
|
||||
current_color = rgb(r2 + ((r1-r2)*healthpercent), g2 + ((g1-g2)*healthpercent), b2 + ((b1-b2)*healthpercent))
|
||||
H.set_light(1 + (3 * healthpercent), 1 + (2 * healthpercent), current_color)
|
||||
ethereal_light.set_light_range_power_color(1 + (2 * healthpercent), 1 + (1 * healthpercent), current_color)
|
||||
ethereal_light.set_light_on(TRUE)
|
||||
fixed_mut_color = copytext_char(current_color, 2)
|
||||
else
|
||||
H.set_light(0)
|
||||
ethereal_light.set_light_on(FALSE)
|
||||
fixed_mut_color = rgb(128,128,128)
|
||||
H.update_body()
|
||||
|
||||
|
||||
@@ -427,7 +427,7 @@
|
||||
/datum/species/jelly/luminescent/proc/update_glow(mob/living/carbon/C, intensity)
|
||||
if(intensity)
|
||||
glow_intensity = intensity
|
||||
glow.set_light(glow_intensity, glow_intensity, C.dna.features["mcolor"])
|
||||
glow.set_light_range_power_color(glow_intensity, glow_intensity, C.dna.features["mcolor"])
|
||||
|
||||
/obj/effect/dummy/luminescent_glow
|
||||
name = "luminescent glow"
|
||||
@@ -435,6 +435,8 @@
|
||||
icon_state = "nothing"
|
||||
light_color = "#FFFFFF"
|
||||
light_range = LUMINESCENT_DEFAULT_GLOW
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_power = 2.5
|
||||
|
||||
/obj/effect/dummy/luminescent_glow/Initialize()
|
||||
. = ..()
|
||||
|
||||
@@ -211,9 +211,8 @@
|
||||
/obj/item/light_eater/proc/disintegrate(obj/item/O)
|
||||
if(istype(O, /obj/item/pda))
|
||||
var/obj/item/pda/PDA = O
|
||||
PDA.set_light(0)
|
||||
PDA.fon = FALSE
|
||||
PDA.f_lum = 0
|
||||
PDA.set_light_on(FALSE)
|
||||
PDA.set_light_range(0) //It won't be turning on again.
|
||||
PDA.update_icon()
|
||||
visible_message(span_danger("The light in [PDA] shorts out!"))
|
||||
else
|
||||
|
||||
@@ -47,8 +47,8 @@
|
||||
|
||||
if(!lacks_power())
|
||||
var/area/home = get_area(src)
|
||||
if(home.powered(EQUIP))
|
||||
home.use_power(1000, EQUIP)
|
||||
if(home.powered(AREA_USAGE_EQUIP))
|
||||
home.use_power(1000, AREA_USAGE_EQUIP)
|
||||
|
||||
if(aiRestorePowerRoutine >= POWER_RESTORATION_SEARCH_APC)
|
||||
ai_restore_power()
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
has_limbs = 1
|
||||
hud_type = /datum/hud/robot
|
||||
blocks_emissive = EMISSIVE_BLOCK_GENERIC
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_on = FALSE
|
||||
|
||||
var/custom_name = ""
|
||||
var/braintype = "Cyborg"
|
||||
@@ -795,17 +797,17 @@
|
||||
//if both lamp is enabled AND the update_color flag is on, keep the lamp on. Otherwise, if anything listed is true, disable the lamp.
|
||||
if(!(update_color && lamp_enabled) && (turn_off || lamp_enabled || update_color || !lamp_functional || stat || low_power_mode))
|
||||
if(lamp_functional && stat != DEAD)
|
||||
set_light(l_power = TRUE) //If the lamp isn't broken and borg isn't dead, doomsday borgs cannot disable their light fully.
|
||||
set_light(l_color = "#FF0000") //This should only matter for doomsday borgs, as any other time the lamp will be off and the color not seen
|
||||
set_light(l_range = 1) //Again, like above, this only takes effect when the light is forced on by doomsday mode.
|
||||
set_light(l_power = FALSE)
|
||||
set_light_on(TRUE) //If the lamp isn't broken and borg isn't dead, doomsday borgs cannot disable their light fully.
|
||||
set_light_color("#FF0000") //This should only matter for doomsday borgs, as any other time the lamp will be off and the color not seen
|
||||
set_light_range(1) //Again, like above, this only takes effect when the light is forced on by doomsday mode.
|
||||
set_light_on(FALSE)
|
||||
lamp_enabled = FALSE
|
||||
lampButton?.update_icon()
|
||||
update_icons()
|
||||
return
|
||||
set_light(l_range = lamp_intensity)
|
||||
set_light(l_color = lamp_color)
|
||||
set_light(l_power = TRUE)
|
||||
set_light_range(lamp_intensity)
|
||||
set_light_color(lamp_color)
|
||||
set_light_on(TRUE)
|
||||
lamp_enabled = TRUE
|
||||
lampButton?.update_icon()
|
||||
update_icons()
|
||||
|
||||
@@ -4,8 +4,6 @@
|
||||
layer = MOB_LAYER
|
||||
gender = NEUTER
|
||||
mob_biotypes = list(MOB_ROBOTIC)
|
||||
light_range = 3
|
||||
stop_automated_movement = 1
|
||||
wander = 0
|
||||
healable = 0
|
||||
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
|
||||
@@ -23,6 +21,9 @@
|
||||
bubble_icon = "machine"
|
||||
speech_span = SPAN_ROBOT
|
||||
faction = list("neutral", "silicon" , "turret")
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 3
|
||||
light_power = 0.9
|
||||
|
||||
var/obj/machinery/bot_core/bot_core = null
|
||||
var/bot_core_type = /obj/machinery/bot_core
|
||||
@@ -128,7 +129,7 @@
|
||||
return FALSE
|
||||
on = TRUE
|
||||
update_mobility()
|
||||
set_light(initial(light_range))
|
||||
set_light_on(on)
|
||||
update_icon()
|
||||
diag_hud_set_botstat()
|
||||
return TRUE
|
||||
@@ -136,7 +137,7 @@
|
||||
/mob/living/simple_animal/bot/proc/turn_off()
|
||||
on = FALSE
|
||||
update_mobility()
|
||||
set_light(0)
|
||||
set_light_on(on)
|
||||
bot_reset() //Resets an AI's call, should it exist.
|
||||
update_icon()
|
||||
|
||||
|
||||
@@ -38,6 +38,9 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
|
||||
melee_damage_upper = 15
|
||||
butcher_results = list(/obj/item/ectoplasm = 1)
|
||||
AIStatus = AI_OFF
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 3
|
||||
light_on = FALSE
|
||||
hud_type = /datum/hud/guardian
|
||||
dextrous_hud_type = /datum/hud/dextrous/guardian //if we're set to dextrous, account for it.
|
||||
var/list/guardian_overlays[GUARDIAN_TOTAL_LAYERS]
|
||||
@@ -338,12 +341,12 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
|
||||
to_chat(src, "<span class='danger'><B>You don't have another mode!</span></B>")
|
||||
|
||||
/mob/living/simple_animal/hostile/guardian/proc/ToggleLight()
|
||||
if(light_range<3)
|
||||
if(!light_on)
|
||||
to_chat(src, span_notice("You activate your light."))
|
||||
set_light(3)
|
||||
set_light_on(TRUE)
|
||||
else
|
||||
to_chat(src, span_notice("You deactivate your light."))
|
||||
set_light(0)
|
||||
set_light_on(FALSE)
|
||||
|
||||
/mob/living/simple_animal/hostile/guardian/verb/ShowType()
|
||||
set name = "Check Guardian Type"
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
QDEL_NULL(alert_light)
|
||||
if(a_intent != INTENT_HELP)
|
||||
icon_state = "[initial(icon_state)]_attack"
|
||||
alert_light = mob_light(COLOR_RED_LIGHT, 6, 0.4)
|
||||
alert_light = mob_light(6, 0.4, COLOR_RED_LIGHT)
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
|
||||
|
||||
@@ -234,6 +234,7 @@ Difficulty: Very Hard
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "at_shield2"
|
||||
layer = FLY_LAYER
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 2
|
||||
duration = 8
|
||||
var/target
|
||||
|
||||
@@ -62,6 +62,7 @@ GLOBAL_LIST_INIT(AISwarmerCapsByType, list(/mob/living/simple_animal/hostile/swa
|
||||
var/call_help_cooldown = 0
|
||||
var/call_help_cooldown_amt = 150 //Deciseconds between calling swarmers to help us when attacked
|
||||
var/static/list/swarmer_caps
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/megafauna/swarmer_swarm_beacon/Initialize()
|
||||
. = ..()
|
||||
|
||||
@@ -101,6 +101,7 @@
|
||||
icon_dead = "watcher_magmawing_dead"
|
||||
maxHealth = 235 //Compensate for the lack of slowdown on projectiles with a bit of extra health
|
||||
health = 235
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 3
|
||||
light_power = 2.5
|
||||
light_color = LIGHT_COLOR_LAVA
|
||||
|
||||
@@ -31,6 +31,9 @@
|
||||
movement_type = FLYING
|
||||
pressure_resistance = 300
|
||||
gold_core_spawnable = NO_SPAWN //too spooky for science
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 1 // same glowing as visible player ghosts
|
||||
light_power = 2
|
||||
var/ghost_hair_style
|
||||
var/ghost_hair_color
|
||||
var/mutable_appearance/ghost_hair
|
||||
@@ -42,7 +45,6 @@
|
||||
/mob/living/simple_animal/hostile/retaliate/ghost/Initialize()
|
||||
. = ..()
|
||||
give_hair()
|
||||
set_light(1, 2) // same glowing as visible player ghosts
|
||||
if(random)
|
||||
switch(rand(0,1))
|
||||
if(0)
|
||||
|
||||
@@ -55,6 +55,12 @@
|
||||
max_integrity = 100
|
||||
armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
|
||||
|
||||
light_system = MOVABLE_LIGHT
|
||||
light_range = 3
|
||||
light_power = 0.6
|
||||
light_color = "#FFFFFF"
|
||||
light_on = FALSE
|
||||
|
||||
/// List of "connection ports" in this computer and the components with which they are plugged
|
||||
var/list/all_components = list()
|
||||
/// Lazy List of extra hardware slots that can be used modularly.
|
||||
@@ -67,12 +73,10 @@
|
||||
var/obj/physical = null
|
||||
///If the computer has a flashlight/LED light/what-have-you installed
|
||||
var/has_light = FALSE
|
||||
///If that light is enabled
|
||||
var/light_on = FALSE
|
||||
///The brightness of that light
|
||||
var/comp_light_luminosity = 3
|
||||
///The color of that light
|
||||
var/comp_light_color
|
||||
var/comp_light_color = "#FFFFFF"
|
||||
|
||||
// Preset Stuff
|
||||
var/list/starting_components = list()
|
||||
@@ -88,7 +92,8 @@
|
||||
START_PROCESSING(SSobj, src)
|
||||
if(!physical)
|
||||
physical = src
|
||||
comp_light_color = "#FFFFFF"
|
||||
set_light_color(comp_light_color)
|
||||
set_light_range(comp_light_luminosity)
|
||||
idle_threads = list()
|
||||
install_starting_components()
|
||||
install_starting_files()
|
||||
@@ -503,6 +508,34 @@
|
||||
update_icon()
|
||||
play_computer_sound(shutdown_sound, get_clamped_volume(), FALSE)
|
||||
|
||||
/**
|
||||
* Toggles the computer's flashlight, if it has one.
|
||||
*
|
||||
* Called from ui_act(), does as the name implies.
|
||||
* It is seperated from ui_act() to be overwritten as needed.
|
||||
*/
|
||||
/obj/item/modular_computer/proc/toggle_flashlight()
|
||||
if(!has_light)
|
||||
return FALSE
|
||||
set_light_on(!light_on)
|
||||
update_icon()
|
||||
return TRUE
|
||||
|
||||
/**
|
||||
* Sets the computer's light color, if it has a light.
|
||||
*
|
||||
* Called from ui_act(), this proc takes a color string and applies it.
|
||||
* It is seperated from ui_act() to be overwritten as needed.
|
||||
* Arguments:
|
||||
** color is the string that holds the color value that we should use. Proc auto-fails if this is null.
|
||||
*/
|
||||
/obj/item/modular_computer/proc/set_flashlight_color(color)
|
||||
if(!has_light || !color)
|
||||
return FALSE
|
||||
comp_light_color = color
|
||||
set_light_color(color)
|
||||
return TRUE
|
||||
|
||||
/obj/item/modular_computer/screwdriver_act(mob/user, obj/item/tool)
|
||||
if(!all_components.len)
|
||||
to_chat(user, "<span class='warning'>This device doesn't have any components installed.</span>")
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user