mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 07:32:02 +00:00
changes: Engineering now actually gets engineering-type alert consoles instead of the non-functional base type. Lighting is no longer broken by shuttles. The ERT shuttle autoannouncer should no longer cause lighting runtimes. Fixed some bad newlines in some character setup help texts. Custom loadout tweaks now properly write to SQL. Custom loadout is now saved as JSON. Players are now shown a notice when the server was unable to load their custom loadout. Drowsyness is now clamped to zero. Added some new tips to the example. Tweaked some tips' grammar. Removed some tips that do not apply to our code base. Probably fixes embraced vampire thralls not getting vampire verbs. Fixes #1844. Fixes #1835. Probably fixes #1687. Probably fixes #1824. Fixes #1839
453 lines
13 KiB
Plaintext
453 lines
13 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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var/light_angle // The light's emission angle, in degrees.
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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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// Variables used to keep track of the atom's angle.
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var/tmp/limit_a_x // The first test point's X coord for the cone.
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var/tmp/limit_a_y // The first test point's Y coord for the cone.
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var/tmp/limit_a_t // The first test point's angle.
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var/tmp/limit_b_x // The second test point's X coord for the cone.
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var/tmp/limit_b_y // The second test point's Y coord for the cone.
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var/tmp/limit_b_t // The second test point's angle.
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var/tmp/cached_origin_x // The last known X coord of the origin.
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var/tmp/cached_origin_y // The last known Y coord of the origin.
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var/tmp/old_direction // The last known direction of the origin.
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var/tmp/targ_sign
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var/tmp/test_x_offset
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var/tmp/test_y_offset
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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)
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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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light_angle = source_atom.light_wedge
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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()
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L_PROF(source_atom, "source_new")
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return ..()
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// Kill ourselves.
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/datum/light_source/proc/destroy(var/no_update = FALSE)
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L_PROF(source_atom, "source_destroy")
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destroyed = TRUE
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if (!no_update)
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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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// Process the light RIGHT NOW.
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#define DO_UPDATE \
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if (destroyed || check() || force_update) { \
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remove_lum(TRUE); \
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if (!destroyed) { \
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apply_lum(TRUE); \
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} \
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} \
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else if (vis_update) { \
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smart_vis_update(TRUE); \
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} \
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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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// Queue an update.
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#define QUEUE_UPDATE \
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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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// Picks either scheduled or instant updates based on current server load.
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#define INTELLIGENT_UPDATE \
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if (world.tick_usage > TICK_LIMIT || !ticker || ticker.current_state <= GAME_STATE_SETTING_UP) { \
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QUEUE_UPDATE; \
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} \
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else { \
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DO_UPDATE; \
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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)
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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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L_PROF(source_atom, "source_update")
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INTELLIGENT_UPDATE
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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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L_PROF(source_atom, "source_forceupdate")
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force_update = 1
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INTELLIGENT_UPDATE
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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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L_PROF(source_atom, "source_visupdate")
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vis_update = 1
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INTELLIGENT_UPDATE
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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(no_update = TRUE)
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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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if (top_atom.dir != old_direction && light_angle)
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. = 1
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if (source_atom.light_wedge != light_angle)
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light_angle = source_atom.light_wedge
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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_XY(C,now,Tx,Ty) \
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. = LUM_FALLOFF_XY(C.x, C.y, Tx, Ty); \
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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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now \
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);
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#define APPLY_CORNER(C,now) APPLY_CORNER_XY(C,now,source_turf.x,source_turf.y)
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// I don't need to explain what this does, do I?
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#define REMOVE_CORNER(C,now) \
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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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now \
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);
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#define POLAR_TO_CART_X(R,T) ((R) * cos(T))
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#define POLAR_TO_CART_Y(R,T) ((R) * sin(T))
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#define PSEUDO_WEDGE(A_X,A_Y,B_X,B_Y) ((A_X)*(B_Y) - (A_Y)*(B_X))
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/datum/light_source/proc/update_angle()
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var/turf/T = get_turf(top_atom)
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// Don't do anything if nothing is different, trig ain't free.
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if (T.x == cached_origin_x && T.y == cached_origin_y && old_direction == top_atom.dir)
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return
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var/do_offset = TRUE
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var/turf/front = get_step(T, top_atom.dir)
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if (front.has_opaque_atom)
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do_offset = FALSE
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cached_origin_x = T.x
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test_x_offset = cached_origin_x
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cached_origin_y = T.y
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test_y_offset = cached_origin_y
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old_direction = top_atom.dir
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var/angle = light_angle / 2
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switch (top_atom.dir)
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if (NORTH)
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limit_a_t = angle + 90
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limit_b_t = -(angle) + 90
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if (do_offset)
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test_y_offset += 1
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if (SOUTH)
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limit_a_t = (angle) - 90
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limit_b_t = -(angle) - 90
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if (do_offset)
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test_y_offset -= 1
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if (EAST)
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limit_a_t = angle
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limit_b_t = -(angle)
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if (do_offset)
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test_x_offset += 1
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if (WEST)
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limit_a_t = angle + 180
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limit_b_t = -(angle) - 180
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if (do_offset)
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test_x_offset -= 1
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// Convert our angle + range into a vector.
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limit_a_x = POLAR_TO_CART_X(light_range + 10, limit_a_t)
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limit_a_y = POLAR_TO_CART_Y(light_range + 10, limit_a_t) // 10 is an arbitrary number, yes.
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limit_b_x = POLAR_TO_CART_X(light_range + 10, limit_b_t)
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limit_b_y = POLAR_TO_CART_Y(light_range + 10, limit_b_t)
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// This won't change unless the origin or dir changes, might as well do it here.
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targ_sign = PSEUDO_WEDGE(limit_a_x, limit_a_y, limit_b_x, limit_b_y) > 0
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// I know this is 2D, calling it a cone anyways. Fuck the system.
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// Returns true if the test point is NOT inside the cone.
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// Make sure update_angle() is called first if the light's loc or dir have changed.
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/datum/light_source/proc/check_light_cone(var/test_x, var/test_y)
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test_x -= test_x_offset
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test_y -= test_y_offset
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var/at = PSEUDO_WEDGE(limit_a_x, limit_a_y, test_x, test_y)
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var/tb = PSEUDO_WEDGE(test_x, test_y, limit_b_x, limit_b_y)
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// if the signs of both at and tb are NOT the same, the point is NOT within the cone.
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if ((at > 0) != targ_sign)
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return TRUE
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if ((tb > 0) != targ_sign)
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return TRUE
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#undef POLAR_TO_CART_X
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#undef POLAR_TO_CART_Y
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#undef PSEUDO_WEDGE
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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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#define LUM_FALLOFF_XY(Cx,Cy,Tx,Ty) (1 - CLAMP01(sqrt(((Cx) - (Tx)) ** 2 + ((Cy) - (Ty)) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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/datum/light_source/proc/apply_lum(var/now = FALSE)
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var/static/update_gen = 1
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applied = 1
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if (!source_turf)
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return
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var/Tx
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var/Ty
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var/Sx = source_turf.x
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var/Sy = source_turf.y
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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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if (light_angle)
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update_angle()
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FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
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Tx = T.x
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Ty = T.y
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if (light_angle && check_light_cone(Tx, Ty))
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continue
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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_XY(C, now, Sx, Sy)
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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/now = FALSE)
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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,now)
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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, var/now = FALSE)
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if (effect_str.Find(C)) // Already have one.
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REMOVE_CORNER(C,now)
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APPLY_CORNER(C,now)
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/datum/light_source/proc/smart_vis_update(var/now = FALSE)
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L_PROF(source_atom, "source_smartvisupdate")
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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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if (light_angle && check_light_cone(T.x, T.y))
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continue
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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 || check_light_cone(C.x, C.y))
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effect_str[C] = 0
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continue
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APPLY_CORNER(C,now)
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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,now)
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C.affecting -= src
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effect_str -= C
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#undef QUEUE_UPDATE
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#undef DO_UPDATE
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#undef INTELLIGENT_UPDATE
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#undef LUM_FALLOFF
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#undef LUM_FALLOFF_XY
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#undef REMOVE_CORNER
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#undef APPLY_CORNER
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#undef APPLY_CORNER_XY
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