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This is it. The big one. Risk: Very large. This modifies or rewrites several important systems. Some things still need balancing, but that's probably better done if/when this hits dev. changes: New smooth lighting system. Machinery split into three processes: machinery, powernet, pipenet Removed due to breakage. Refactored into multi-step process. Mob process rewritten. NanoUI process rewritten. Objects process rewritten. Tweaked color output of station lights. Slime core lights now emit colored light. Fixed light update frequency issue with fire alarms, hydroponics trays, and airlocks. Increased light emission from bolted airlocks. Miscellaneous performance improvements. New datum pool implementation. New lighting usage profiler. Lighting system now tracks UV light, which is not visible to players. Space now has a parallax effect. Disabled Spin View verbs due to incompatibility with the new lighting system. Disabled hallucination view spin due to incompatibility with the new lighting system. Lighting system now initializes in the lobby before the round starts to reduce BoR deadtime. Added UV light tracking to lighting engine; dionae now gain energy exclusively from UV light. Added colored lighting to a few consoles that used default (white) light.
321 lines
9.3 KiB
Plaintext
321 lines
9.3 KiB
Plaintext
// This is where the fun begins.
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// These are the main datums that emit light.
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/datum/light_source
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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).
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var/atom/source_atom // The atom that we belong to.
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var/turf/source_turf // The turf under the above.
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var/light_power // Intensity of the emitter light.
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var/light_range // The range of the emitted light.
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var/light_color // The colour of the light, string, decomposed by parse_light_color()
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var/light_uv // The intensity of UV light, between 0 and 255.
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// Variables for keeping track of the colour.
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var/lum_r
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var/lum_g
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var/lum_b
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var/lum_u
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// The lumcount values used to apply the light.
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var/tmp/applied_lum_r
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var/tmp/applied_lum_g
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var/tmp/applied_lum_b
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var/tmp/applied_lum_u
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var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners.
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var/list/turf/affecting_turfs
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var/applied = FALSE // Whether we have applied our light yet or not.
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var/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became (in)visible to us.
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var/needs_update // Whether we are queued for an update.
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var/destroyed // Whether we are destroyed and need to stop emitting light.
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var/force_update
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/datum/light_source/New(var/atom/owner, var/atom/top, var/update_t = UPDATE_SCHEDULE)
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source_atom = owner // Set our new owner.
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if (!source_atom.light_sources)
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source_atom.light_sources = list()
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source_atom.light_sources += src // Add us to the lights of our owner.
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top_atom = top
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if (top_atom != source_atom)
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if (!top.light_sources)
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top.light_sources = list()
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top_atom.light_sources += src
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source_turf = top_atom
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light_power = source_atom.light_power
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light_range = source_atom.light_range
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light_color = source_atom.light_color
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light_uv = source_atom.uv_intensity
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parse_light_color()
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effect_str = list()
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affecting_turfs = list()
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update(update_type = update_t)
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lprof_write(src, "source_new")
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return ..()
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// Kill ourselves.
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/datum/light_source/proc/destroy()
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destroyed = TRUE
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force_update()
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if (source_atom && source_atom.light_sources)
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source_atom.light_sources -= src
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if (top_atom && top_atom.light_sources)
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top_atom.light_sources -= src
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/datum/light_source/proc/effect_update_now()
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lprof_write(src, "source_updatenow")
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if (check() || destroyed || force_update)
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remove_lum(TRUE)
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if (!destroyed)
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apply_lum(update_type = UPDATE_NOW)
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else if (vis_update) // We smartly update only tiles that became (in) visible to use.
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smart_vis_update(update_type = UPDATE_NOW)
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vis_update = FALSE
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force_update = FALSE
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needs_update = FALSE
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// Call it dirty, I don't care.
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// This is here so there's no performance loss on non-instant updates from the fact that the engine can also do instant updates.
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// If you're wondering what's with the "BYOND" argument: BYOND won't let me have a () macro that has no arguments :|.
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#define effect_update(BYOND) \
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if (!needs_update) \
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{ \
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lighting_update_lights += src; \
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needs_update = TRUE; \
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}
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// This proc will cause the light source to update the top atom, and add itself to the update queue.
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/datum/light_source/proc/update(var/atom/new_top_atom, var/update_type = UPDATE_SCHEDULE)
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// This top atom is different.
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if (new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom) // Remove ourselves from the light sources of that top atom.
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top_atom.light_sources -= src
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top_atom = new_top_atom
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if (top_atom != source_atom)
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if(!top_atom.light_sources)
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top_atom.light_sources = list()
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top_atom.light_sources += src // Add ourselves to the light sources of our new top atom.
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lprof_write(src, "source_update")
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if (update_type == UPDATE_NOW)
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effect_update_now()
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else if (update_type == UPDATE_SCHEDULE) // I don't know why you would call this with UPDATE_NONE, but hey.
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effect_update(null)
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// Will force an update without checking if it's actually needed.
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/datum/light_source/proc/force_update()
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lprof_write(src, "source_forceupdate")
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force_update = 1
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effect_update(null)
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// Will cause the light source to recalculate turfs that were removed or added to visibility only.
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/datum/light_source/proc/vis_update()
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vis_update = 1
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effect_update(null)
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// Will check if we actually need to update, and update any variables that may need to be updated.
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/datum/light_source/proc/check()
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if (!source_atom || !light_range || !light_power)
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destroy()
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return 1
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if (!top_atom)
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top_atom = source_atom
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. = 1
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if (istype(top_atom, /turf))
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if (source_turf != top_atom)
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source_turf = top_atom
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. = 1
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else if (top_atom.loc != source_turf)
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source_turf = top_atom.loc
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. = 1
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if (source_atom.light_power != light_power)
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light_power = source_atom.light_power
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. = 1
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if (source_atom.light_range != light_range)
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light_range = source_atom.light_range
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. = 1
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if (light_range && light_power && !applied)
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. = 1
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if (source_atom.light_color != light_color)
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light_color = source_atom.light_color
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parse_light_color()
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. = 1
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// Decompile the hexadecimal colour into lumcounts of each perspective.
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/datum/light_source/proc/parse_light_color()
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if (light_color)
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lum_r = GetRedPart (light_color) / 255
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lum_g = GetGreenPart (light_color) / 255
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lum_b = GetBluePart (light_color) / 255
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else
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lum_r = 1
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lum_g = 1
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lum_b = 1
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if (light_uv)
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lum_u = light_uv / 255
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else
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lum_u = 0
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// Macro that applies light to a new corner.
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// It is a macro in the interest of speed, yet not having to copy paste it.
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// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
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// As such this all gets counted as a single line.
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// The braces and semicolons are there to be able to do this on a single line.
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#define APPLY_CORNER(C) \
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. = LUM_FALLOFF(C, source_turf); \
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\
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. *= light_power; \
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\
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effect_str[C] = .; \
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\
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b, \
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. * applied_lum_u, \
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update_type \
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);
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// I don't need to explain what this does, do I?
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#define REMOVE_CORNER(C) \
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. = -effect_str[C]; \
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b, \
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. * applied_lum_u, \
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update_type \
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);
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// This is the define used to calculate falloff.
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#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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/datum/light_source/proc/apply_lum(var/update_type = UPDATE_SCHEDULE)
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var/static/update_gen = 1
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applied = 1
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// Keep track of the last applied lum values so that the lighting can be reversed
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applied_lum_r = lum_r
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applied_lum_g = lum_g
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applied_lum_b = lum_b
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applied_lum_u = lum_u
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FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
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if (!T.lighting_corners_initialised)
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T.generate_missing_corners()
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for (var/datum/lighting_corner/C in T.get_corners())
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if (C.update_gen == update_gen)
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continue
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C.update_gen = update_gen
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C.affecting += src
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if (!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER(C)
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if (!T.affecting_lights)
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T.affecting_lights = list()
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T.affecting_lights += src
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affecting_turfs += T
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update_gen++
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/datum/light_source/proc/remove_lum(var/update_type = UPDATE_SCHEDULE)
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applied = FALSE
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for (var/turf/T in affecting_turfs)
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if (!T.affecting_lights)
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T.affecting_lights = list()
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else
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T.affecting_lights -= src
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affecting_turfs.Cut()
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for (var/datum/lighting_corner/C in effect_str)
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REMOVE_CORNER(C)
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C.affecting -= src
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effect_str.Cut()
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/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
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var/update_type = UPDATE_SCHEDULE // for (APPLY|REMOVE)_CORNER.
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if (effect_str.Find(C)) // Already have one.
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REMOVE_CORNER(C)
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APPLY_CORNER(C)
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/datum/light_source/proc/smart_vis_update(var/update_type = UPDATE_SCHEDULE)
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var/list/datum/lighting_corner/corners = list()
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var/list/turf/turfs = list()
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FOR_DVIEW(var/turf/T, light_range, source_turf, 0)
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if (!T.lighting_corners_initialised)
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T.generate_missing_corners()
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corners |= T.get_corners()
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turfs += T
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var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
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affecting_turfs += L
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for (var/turf/T in L)
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if (!T.affecting_lights)
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T.affecting_lights = list(src)
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else
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T.affecting_lights += src
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L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
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affecting_turfs -= L
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for (var/turf/T in L)
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T.affecting_lights -= src
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for (var/datum/lighting_corner/C in corners - effect_str) // New corners
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C.affecting += src
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if (!C.active)
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effect_str[C] = 0
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continue
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APPLY_CORNER(C)
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for (var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
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REMOVE_CORNER(C)
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C.affecting -= src
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effect_str -= C
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#undef effect_update
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#undef LUM_FALLOFF
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#undef REMOVE_CORNER
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#undef APPLY_CORNER
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