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659752e2ea
* tgui the beginning * binaries and the like * Bring in the last of it * Example radio UI * delete example * NTOS Main Menu, start on manifest, tgui states * tasks.json * gunnery ui pt 1 * okay * fix everything * scss update * oops * manifest gigablast * downloader part 1 * download prt 2 * NTOSDownloader final * mfw committing to_worlds * gunnery console pt2 * i cooked * targeting (finished) * one vueui down * voting ui almost done * MY MIND FEELS LIKE AN ARCH ENEMYYYY * voting ui down * photocopier * ntos config + download fixes * photocopier 2 * refactor define * NTOS client manager + fixes * fax machine final (it also uses toner now) * marching forwards... left behind... * ntnrc part 1 * canister * add quotes * portable pumps pt1 + more backgrounds * oops * finish the portable pump * freezers so I'll keep on pushing forward... you haven't seen the last of me... oooooooh... * doors ui pt1 * finish doors UI (forgive me wildkins it's a bit of shitcode) * vitals monitor, make things use labeled lists, new backgrounds * mais j'envoyé aucun mayday... * maglock pt1 * pour ça je me suis perdu... * infrared * fix that * prox sensor pt1 * prox sensor * signaler (this was actually pretty hard) * atmos control pt1 * atmos control pt1.1 * atmos pt 2 * fuel injector * multitool UI * jammer * list viewer * APC * portgen * targeting console updates + SMES ui * new themes, shield generator * supermatter * Add ore detector and (shitty) NTNet Relay * orderterminal pt1 * orderterminal pt2 * smartfridge * Add (air-)tank GUI update ore detector size * Adds Transfer Valves * Add AtmoScrubber * analyzer pt1 * weapons analyzer pt2 * bodyscanner pt1 * bodyscanner pt2 * fix this shitcode * seed storage * appearance changer * appearance changer final * sleeper pt1 * sleeper * gps * vehicles * chem dispenser * lily request * holopad * tgui modules pt1 * ppanel * damage menu * fixes * im here too now * follow menu, search bars * quikpay * quikpay fixes * circuit printer * ppanel * ppanel updates * pai * turret controls (i want to kill myself) * tweak * remove the boardgame * guntracker * implant tracker * penal mechs come close to me, come close to me * chem codex * pai radio * doorjack * pai directives * signaler removal, sensors * ghost spawner * spawnpoint * fixes * teleporter * one more to the chopping block * account database * remove divider * scanner, atmos * latejoin ui pt1 * latejoin * records pt1 * RECORDS UI DONE * delete interpreter & records * CHAT FUCKING CLIENT * data updates * fix some things * final UI, log * basic nanoui fix * antag panel * remove vueui * atm update * vending update * warrants, cameras * ntmonitor * time comes for all * preserve this legacy * bring that back (oops) * rcon, ui auto update for computer UIs, remove rcon computers * alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles) * A LIKE SUPREME * a * power monitor * lights on * fuck this code, fuck nanoui modules, and fuck nanoui * LEAVE IT OH SO FAR BEHIND * fix alarm monitoring for synths * I SAW IN YOU WHAT LIFE WAS MISSING * comms console * idcard and record updates * turn the light on * arcade * pt2 * news browser * static * crusher * f * COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO * codeowners & suit sensors * html ui style removal * make lint happy * tgchat * tgpanels pt1 * THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!! * figure out why stat isnt working * goodbye ping * shhh * stat updates * An oath sworn in scors! Omni vortex lies! * final almost edits * fix that * last skin adjustments * resist and disorder * i slowly get up and turn off the noise, already fed up... * pleaseeeeeeeeeeeeeee * THE CREDIT LARP IS NECESSARY * i hold the keys * RISE UP * fix that? * harry's suggestions xoxo * runtime fix pt2 * You are the only thing that I still care about * fix runtimes and cl * whoops * misc fixes * fix that too * adds build workflow * f * Update update_tgui.yml * adds some needed steps * ATM * misc fixes and tweaks * fixes 2 * make newscasters usable and fix use power on freezers * turret control is clearer * remove duplicate * makes some verb tabs work properly * makes verbs work properly for real * sans moi * fixes pt2 * fix the chat unnecessarily reloading * fixes * epic * fixes * fix missing consoles --------- Co-authored-by: John Wildkins <john.wildkins@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: harryob <me@harryob.live>
219 lines
5.4 KiB
Plaintext
219 lines
5.4 KiB
Plaintext
var/datum/controller/subsystem/lighting/SSlighting
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/var/lighting_profiling = FALSE
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/var/lighting_overlays_initialized = FALSE
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/datum/controller/subsystem/lighting
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name = "Lighting"
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wait = LIGHTING_INTERVAL
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runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
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priority = SS_PRIORITY_LIGHTING
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init_order = SS_INIT_LIGHTING
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var/total_lighting_overlays = 0
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var/total_lighting_sources = 0
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var/list/lighting_corners = list() // List of all lighting corners in the world.
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var/list/light_queue = list() // lighting sources queued for update.
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var/lq_idex = 1
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var/list/corner_queue = list() // lighting corners queued for update.
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var/cq_idex = 1
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var/list/overlay_queue = list() // lighting overlays queued for update.
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var/oq_idex = 1
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var/tmp/processed_lights = 0
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var/tmp/processed_corners = 0
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var/tmp/processed_overlays = 0
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var/total_ss_updates = 0
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var/total_instant_updates = 0
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#ifdef USE_INTELLIGENT_LIGHTING_UPDATES
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var/force_queued = TRUE
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var/force_override = FALSE // For admins.
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#endif
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/datum/controller/subsystem/lighting/New()
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NEW_SS_GLOBAL(SSlighting)
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/datum/controller/subsystem/lighting/stat_entry(msg)
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var/list/out = list(
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#ifdef USE_INTELLIGENT_LIGHTING_UPDATES
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"IUR: [total_ss_updates ? round(total_instant_updates/(total_instant_updates+total_ss_updates)*100, 0.1) : "NaN"]%\n",
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#endif
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"\tT:{L:[total_lighting_sources] C:[lighting_corners.len] O:[total_lighting_overlays]}\n",
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"\tP:{L:[light_queue.len - (lq_idex - 1)]|C:[corner_queue.len - (cq_idex - 1)]|O:[overlay_queue.len - (oq_idex - 1)]}\n",
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"\tL:{L:[processed_lights]|C:[processed_corners]|O:[processed_overlays]}\n"
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)
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msg = out.Join()
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return ..()
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#ifdef USE_INTELLIGENT_LIGHTING_UPDATES
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/datum/controller/subsystem/lighting/ExplosionStart()
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force_queued = TRUE
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suspend()
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/datum/controller/subsystem/lighting/ExplosionEnd()
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wake()
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if (!force_override)
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force_queued = FALSE
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/datum/controller/subsystem/lighting/proc/handle_roundstart()
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force_queued = FALSE
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total_ss_updates = 0
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total_instant_updates = 0
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#endif
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/datum/controller/subsystem/lighting/Initialize(timeofday)
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var/overlaycount = 0
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var/starttime = REALTIMEOFDAY
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// Generate overlays.
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var/turf/T
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var/thing
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for (var/zlevel = 1 to world.maxz)
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for (thing in Z_ALL_TURFS(zlevel))
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T = thing
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if(config.starlight)
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var/turf/space/S = T
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if(istype(S) && S.use_starlight)
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S.update_starlight()
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if (!T.dynamic_lighting)
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continue
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var/area/A = T.loc
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if (!A.dynamic_lighting)
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continue
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T.lighting_build_overlay()
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overlaycount++
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CHECK_TICK
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lighting_overlays_initialized = TRUE
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admin_notice(SPAN_DANGER("Created [overlaycount] lighting overlays in [(REALTIMEOFDAY - starttime)/10] seconds."), R_DEBUG)
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starttime = REALTIMEOFDAY
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// Tick once to clear most lights.
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fire(FALSE, TRUE)
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admin_notice(SPAN_DANGER("Processed [processed_lights] light sources."), R_DEBUG)
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admin_notice(SPAN_DANGER("Processed [processed_corners] light corners."), R_DEBUG)
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admin_notice(SPAN_DANGER("Processed [processed_overlays] light overlays."), R_DEBUG)
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admin_notice(SPAN_DANGER("Lighting pre-bake completed in [(REALTIMEOFDAY - starttime)/10] seconds."), R_DEBUG)
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log_ss("lighting", "NOv:[overlaycount] L:[processed_lights] C:[processed_corners] O:[processed_overlays]")
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#ifdef USE_INTELLIGENT_LIGHTING_UPDATES
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SSticker.OnRoundstart(CALLBACK(src, PROC_REF(handle_roundstart)))
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#endif
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..()
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/datum/controller/subsystem/lighting/fire(resumed = FALSE, no_mc_tick = FALSE)
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if (!resumed)
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processed_lights = 0
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processed_corners = 0
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processed_overlays = 0
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MC_SPLIT_TICK_INIT(3)
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if (!no_mc_tick)
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MC_SPLIT_TICK
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var/list/curr_lights = light_queue
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var/list/curr_corners = corner_queue
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var/list/curr_overlays = overlay_queue
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while (lq_idex <= curr_lights.len)
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var/datum/light_source/L = curr_lights[lq_idex++]
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if (L.needs_update != LIGHTING_NO_UPDATE)
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total_ss_updates += 1
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L.update_corners()
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L.needs_update = LIGHTING_NO_UPDATE
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processed_lights++
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if (no_mc_tick)
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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 (lq_idex > 1)
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curr_lights.Cut(1, lq_idex)
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lq_idex = 1
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if (!no_mc_tick)
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MC_SPLIT_TICK
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while (cq_idex <= curr_corners.len)
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var/datum/lighting_corner/C = curr_corners[cq_idex++]
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if (C.needs_update)
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C.update_overlays()
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C.needs_update = FALSE
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processed_corners++
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if (no_mc_tick)
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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 (cq_idex > 1)
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curr_corners.Cut(1, cq_idex)
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cq_idex = 1
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if (!no_mc_tick)
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MC_SPLIT_TICK
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while (oq_idex <= curr_overlays.len)
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var/atom/movable/lighting_overlay/O = curr_overlays[oq_idex++]
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if (!QDELETED(O) && O.needs_update)
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O.update_overlay()
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O.needs_update = FALSE
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processed_overlays++
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if (no_mc_tick)
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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 (oq_idex > 1)
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curr_overlays.Cut(1, oq_idex)
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oq_idex = 1
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/datum/controller/subsystem/lighting/Recover()
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lighting_corners = SSlighting.lighting_corners
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total_lighting_overlays = SSlighting.total_lighting_overlays
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total_lighting_sources = SSlighting.total_lighting_sources
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light_queue = SSlighting.light_queue
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corner_queue = SSlighting.corner_queue
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overlay_queue = SSlighting.overlay_queue
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lq_idex = SSlighting.lq_idex
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cq_idex = SSlighting.cq_idex
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oq_idex = SSlighting.oq_idex
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if (lq_idex > 1)
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light_queue.Cut(1, lq_idex)
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lq_idex = 1
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if (cq_idex > 1)
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corner_queue.Cut(1, cq_idex)
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cq_idex = 1
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if (oq_idex > 1)
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overlay_queue.Cut(1, oq_idex)
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oq_idex = 1
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