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Matt Atlas 94d92803b4 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>
2025-11-04 21:27:42 +00:00

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#ifdef ENABLE_SUNLIGHT
SUBSYSTEM_DEF(sunlight)
name = "Sunlight"
flags = SS_NO_FIRE
init_order = SS_INIT_SUNLIGHT
var/list/light_points = list()
var/config/sun_target_z = 7
var/list/presets
/datum/controller/subsystem/sunlight/stat_entry(msg)
msg = "A:[GLOB.config.sun_accuracy] LP:[light_points.len] Z:[GLOB.config.sun_target_z]"
return ..()
/datum/controller/subsystem/sunlight/Initialize()
presets = list()
for (var/thing in subtypesof(/datum/sun_state))
presets += new thing
if (GLOB.config.fastboot)
LOG_DEBUG("sunlight: fastboot detected, skipping setup.")
..()
return
var/thing
var/turf/T
for (thing in Z_TURFS(GLOB.config.sun_target_z))
T = thing
if (!(T.x % GLOB.config.sun_accuracy) && !(T.y % GLOB.config.sun_accuracy))
light_points += new /atom/movable/sunobj(thing)
CHECK_TICK
LOG_DEBUG("sunlight: [light_points.len] sun emitters.")
return SS_INIT_SUCCESS
/datum/controller/subsystem/sunlight/proc/set_overall_light(...)
. = 0
for (var/thing in light_points)
var/atom/movable/AM = thing
AM.set_light(arglist(args))
.++
CHECK_TICK
/datum/controller/subsystem/sunlight/proc/apply_sun_state(datum/sun_state/S)
LOG_DEBUG("sunlight: Applying preset [S].")
set_overall_light(GLOB.config.sun_accuracy * 1.2, 1, S.color)
/atom/movable/sunobj
name = "sunlight emitter"
desc = DESC_PARENT
light_range = 16
simulated = FALSE
mouse_opacity = FALSE
/atom/movable/sunobj/Destroy(force = FALSE)
if (!force)
crash_with("Something attempted to delete a sunobj!")
return QDEL_HINT_LETMELIVE
SSsunlight.light_points -= src
return ..()
/atom/movable/sunobj/Initialize()
light_range = Ceiling(GLOB.config.sun_accuracy * 1.2)
return ..()
/atom/movable/sunobj/can_fall()
. = FALSE
/datum/sun_state
var/color = "#FFFFFF"
var/name = "INVALID"
/datum/sun_state/default
name = "Default"
/datum/sun_state/sensual
name = "Sensual"
color = LIGHT_COLOR_PINK
/datum/sun_state/red
name = "Nar-Sie"
color = "#FF0000"
/datum/sun_state/less_red
name = "Red"
color = LIGHT_COLOR_RED
/datum/sun_state/blue
name = "Blue"
color = LIGHT_COLOR_BLUE
#endif