mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
132 lines
4.3 KiB
Plaintext
132 lines
4.3 KiB
Plaintext
#define MINIMUM_USEFUL_LIGHT_RANGE 1.4
|
|
|
|
/atom
|
|
var/light_power = 1 // Intensity of the light.
|
|
var/light_range = 0 // Range in tiles of the light.
|
|
var/light_color // Hexadecimal RGB string representing the colour of the light.
|
|
var/uv_intensity = 255 // How much UV light is being emitted by this object. Valid range: 0-255.
|
|
var/light_wedge // The angle that the light's emission should be restricted to. null for omnidirectional.
|
|
|
|
var/tmp/datum/light_source/light // Our light source. Don't fuck with this directly unless you have a good reason!
|
|
var/tmp/list/light_sources // Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
|
|
|
|
// Nonesensical value for l_color default, so we can detect if it gets set to null.
|
|
#define NONSENSICAL_VALUE -99999
|
|
|
|
// The proc you should always use to set the light of this atom.
|
|
/atom/proc/set_light(var/l_range, var/l_power, var/l_color = NONSENSICAL_VALUE, var/uv = NONSENSICAL_VALUE, var/angle = NONSENSICAL_VALUE, var/no_update = FALSE)
|
|
L_PROF(src, "atom_setlight")
|
|
|
|
if(l_range > 0 && l_range < MINIMUM_USEFUL_LIGHT_RANGE)
|
|
l_range = MINIMUM_USEFUL_LIGHT_RANGE //Brings the range up to 1.4, which is just barely brighter than the soft lighting that surrounds players.
|
|
if (l_power != null)
|
|
light_power = l_power
|
|
|
|
if (l_range != null)
|
|
light_range = l_range
|
|
|
|
if (l_color != NONSENSICAL_VALUE)
|
|
light_color = l_color
|
|
|
|
if (uv != NONSENSICAL_VALUE)
|
|
set_uv(uv, no_update = TRUE)
|
|
|
|
if (angle != NONSENSICAL_VALUE)
|
|
light_wedge = angle
|
|
|
|
if (no_update)
|
|
return
|
|
|
|
update_light()
|
|
|
|
#undef NONSENSICAL_VALUE
|
|
|
|
/atom/proc/set_uv(var/intensity, var/no_update)
|
|
L_PROF(src, "atom_setuv")
|
|
if (intensity < 0 || intensity > 255)
|
|
intensity = min(max(intensity, 255), 0)
|
|
|
|
uv_intensity = intensity
|
|
|
|
if (no_update)
|
|
return
|
|
|
|
update_light()
|
|
|
|
// Will update the light (duh).
|
|
// Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf...
|
|
/atom/proc/update_light()
|
|
set waitfor = FALSE
|
|
if (QDELING(src))
|
|
return
|
|
|
|
L_PROF(src, "atom_update")
|
|
|
|
if (!light_power || !light_range) // We won't emit light anyways, destroy the light source.
|
|
QDEL_NULL(light)
|
|
else
|
|
if (!istype(loc, /atom/movable)) // We choose what atom should be the top atom of the light here.
|
|
. = src
|
|
else
|
|
. = loc
|
|
|
|
if (light) // Update the light or create it if it does not exist.
|
|
light.update(.)
|
|
else
|
|
light = new/datum/light_source(src, .)
|
|
|
|
// If we have opacity, make sure to tell (potentially) affected light sources.
|
|
/atom/movable/Destroy()
|
|
var/turf/T = loc
|
|
if (opacity && istype(T))
|
|
T.reconsider_lights()
|
|
|
|
. = ..()
|
|
|
|
// Should always be used to change the opacity of an atom.
|
|
// It notifies (potentially) affected light sources so they can update (if needed).
|
|
/atom/proc/set_opacity(var/new_opacity)
|
|
if (new_opacity == opacity)
|
|
return
|
|
|
|
L_PROF(src, "atom_setopacity")
|
|
|
|
opacity = new_opacity
|
|
var/turf/T = loc
|
|
if (!isturf(T))
|
|
return
|
|
|
|
if (new_opacity == TRUE)
|
|
T.has_opaque_atom = TRUE
|
|
T.reconsider_lights()
|
|
else
|
|
var/old_has_opaque_atom = T.has_opaque_atom
|
|
T.recalc_atom_opacity()
|
|
if (old_has_opaque_atom != T.has_opaque_atom)
|
|
T.reconsider_lights()
|
|
|
|
|
|
// This code makes the light be queued for update when it is moved.
|
|
// Entered() should handle it, however Exited() can do it if it is being moved to nullspace (as there would be no Entered() call in that situation).
|
|
/atom/Entered(var/atom/movable/Obj, var/atom/OldLoc) //Implemented here because forceMove() doesn't call Move()
|
|
. = ..()
|
|
|
|
if (Obj && OldLoc != src && Obj.light_sources && Obj.light_sources.len)
|
|
for (var/datum/light_source/L in Obj.light_sources) // Cycle through the light sources on this atom and tell them to update.
|
|
L.source_atom.update_light()
|
|
|
|
/atom/Exited(var/atom/movable/Obj, var/atom/newloc)
|
|
. = ..()
|
|
|
|
if (!newloc && Obj && newloc != src && Obj.light_sources && Obj.light_sources.len) // Incase the atom is being moved to nullspace, we handle queuing for a lighting update here.
|
|
for (var/datum/light_source/L in Obj.light_sources) // Cycle through the light sources on this atom and tell them to update.
|
|
L.source_atom.update_light()
|
|
|
|
/atom/set_dir(new_dir)
|
|
. = ..()
|
|
|
|
for (var/datum/light_source/L in src.light_sources)
|
|
if (L.light_angle)
|
|
L.source_atom.update_light()
|
|
|