ID:136146
 
As part of my lightsource code, I'm implementing per-quadrant visibility for opaque turfs. This is because a lightsource on one side of an opaque wall may cause that side of the wall to be drawn with brighter icons, and full visibility of the wall to a player on the other side would reveal information that the player should not know (the existence of the lightsource).

I've just realized that my implementation of per-quadrant visibility depends on a design decision that may have hung in the balance: the icon of an atom that is out of line of sight will not be drawn, even if its pixel_x and pixel_y would place it partially or completely in a cell that is within line of sight.

Is there a risk that this may be changed in future versions?
Pmikell wrote:
As part of my lightsource code, I'm implementing per-quadrant visibility for opaque turfs. This is because a lightsource on one side of an opaque wall may cause that side of the wall to be drawn with brighter icons, and full visibility of the wall to a player on the other side would reveal information that the player should not know (the existence of the lightsource).

I've just realized that my implementation of per-quadrant visibility depends on a design decision that may have hung in the balance: the icon of an atom that is out of line of sight will not be drawn, even if its pixel_x and pixel_y would place it partially or completely in a cell that is within line of sight.

Is there a risk that this may be changed in future versions?

I can see situations where this would be a good idea (to show large items offscreen), but I don't think changing anything from the current behavior would be desirable without some kind of var setting to explicitly change it.

Lummox JR