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Replaces our lighting system with CM's. (#21465)
Depends on #21458. Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original authors as: - https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the lighting controller (A-lexa) - https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the lighting (TiviPlus) - https://github.com/tgstation/tgstation/pull/54520 for the dir lighting component - https://github.com/tgstation/tgstation/pull/75018 for the out of bounds fix in lighting - https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the emissives (TiviPlus) The main driving reason behind this is that current lighting consumes way too much processing power, especially for things like odysseys/away sites where a billion light sources are processing/moving at once and the game slows down to a crawl. Hopefully this improves the situation by a good margin, but we will need some testmerging to confirm that. <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2" /> <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677" /> - [x] Resolve todos - [x] Look into open space fuckery (border objects) --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
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@@ -5,6 +5,8 @@
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icon = 'icons/obj/assemblies/electronic_setups.dmi'
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icon_state = "setup_small"
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item_flags = ITEM_FLAG_NO_BLUDGEON
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light_system = MOVABLE_LIGHT
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var/max_components = IC_COMPONENTS_BASE
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var/max_complexity = IC_COMPLEXITY_BASE
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var/opened = 0
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@@ -69,7 +69,8 @@
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var/light_brightness = 3
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var/light_rgb = COLOR_WHITE
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power_draw_idle = 0 // Adjusted based on brightness.
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light_wedge = LIGHT_WIDE
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light_system = MOVABLE_LIGHT
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/obj/item/integrated_circuit/output/light/do_work()
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light_toggled = !light_toggled
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@@ -77,12 +78,13 @@
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/obj/item/integrated_circuit/output/light/proc/update_lighting()
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if(assembly)
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var/atom/atom_holder = assembly.get_assembly_holder()
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if(light_toggled)
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atom_holder.set_light(l_range = light_brightness, l_power = light_brightness, l_color = light_rgb, uv = 0, angle = light_wedge)
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else
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atom_holder.set_light(0)
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power_draw_idle = light_toggled ? light_brightness * 2 : 0
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var/atom/movable/atom_holder = assembly.get_assembly_holder()
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if(istype(atom_holder))
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if(light_toggled)
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atom_holder.set_light_on(FALSE) //make sure the atom holder has movable_light set
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else
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atom_holder.set_light_on(TRUE)
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power_draw_idle = light_toggled ? light_brightness * 2 : 0
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/obj/item/integrated_circuit/output/light/disconnect_all()
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..()
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@@ -98,6 +100,10 @@
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light_rgb = new_color
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light_brightness = brightness
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var/atom/movable/atom_holder = assembly.get_assembly_holder()
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if(istype(atom_holder))
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atom_holder.set_light_range_power_color(light_brightness, light_brightness, light_rgb)
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..()
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/obj/item/integrated_circuit/output/light/power_fail() // Turns off the flashlight if there's no power left.
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