mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 07:32:02 +00:00
changes: Refactored footstep sounds to use less operations & only calculate for human-types. Improved the logging detail of the lighting profiler. Fixed some shuttle corners that weren't correctly working with parallax space. Converted get_turf() into a compiler macro. Solars are now dynamically lit. Silenced warning from lighting overlays pooling themselves when updated on a space tile. Fixed a bug where securing a girder was instant when it was supposed to have a delay.
332 lines
9.2 KiB
Plaintext
332 lines
9.2 KiB
Plaintext
// This is where the fun begins.
|
|
// These are the main datums that emit light.
|
|
|
|
/datum/light_source
|
|
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).
|
|
var/atom/source_atom // The atom that we belong to.
|
|
|
|
var/turf/source_turf // The turf under the above.
|
|
var/light_power // Intensity of the emitter light.
|
|
var/light_range // The range of the emitted light.
|
|
var/light_color // The colour of the light, string, decomposed by parse_light_color()
|
|
var/light_uv // The intensity of UV light, between 0 and 255.
|
|
|
|
// Variables for keeping track of the colour.
|
|
var/lum_r
|
|
var/lum_g
|
|
var/lum_b
|
|
var/lum_u
|
|
|
|
// The lumcount values used to apply the light.
|
|
var/tmp/applied_lum_r
|
|
var/tmp/applied_lum_g
|
|
var/tmp/applied_lum_b
|
|
var/tmp/applied_lum_u
|
|
|
|
var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners.
|
|
var/list/turf/affecting_turfs
|
|
|
|
var/applied = FALSE // Whether we have applied our light yet or not.
|
|
|
|
var/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became (in)visible to us.
|
|
var/needs_update // Whether we are queued for an update.
|
|
var/destroyed // Whether we are destroyed and need to stop emitting light.
|
|
var/force_update
|
|
|
|
/datum/light_source/New(var/atom/owner, var/atom/top)
|
|
source_atom = owner // Set our new owner.
|
|
if (!source_atom.light_sources)
|
|
source_atom.light_sources = list()
|
|
|
|
source_atom.light_sources += src // Add us to the lights of our owner.
|
|
top_atom = top
|
|
if (top_atom != source_atom)
|
|
if (!top.light_sources)
|
|
top.light_sources = list()
|
|
|
|
top_atom.light_sources += src
|
|
|
|
source_turf = top_atom
|
|
light_power = source_atom.light_power
|
|
light_range = source_atom.light_range
|
|
light_color = source_atom.light_color
|
|
light_uv = source_atom.uv_intensity
|
|
|
|
parse_light_color()
|
|
|
|
effect_str = list()
|
|
affecting_turfs = list()
|
|
|
|
update()
|
|
|
|
L_PROF(source_atom, "source_new")
|
|
|
|
return ..()
|
|
|
|
// Kill ourselves.
|
|
/datum/light_source/proc/destroy(var/no_update = FALSE)
|
|
L_PROF(source_atom, "source_destroy")
|
|
|
|
destroyed = TRUE
|
|
if (!no_update)
|
|
force_update()
|
|
if (source_atom && source_atom.light_sources)
|
|
source_atom.light_sources -= src
|
|
|
|
if (top_atom && top_atom.light_sources)
|
|
top_atom.light_sources -= src
|
|
|
|
// Process the light RIGHT NOW.
|
|
#define DO_UPDATE \
|
|
if (destroyed || check() || force_update) { \
|
|
remove_lum(TRUE); \
|
|
if (!destroyed) { \
|
|
apply_lum(TRUE); \
|
|
} \
|
|
} \
|
|
else if (vis_update) { \
|
|
smart_vis_update(TRUE); \
|
|
} \
|
|
vis_update = FALSE; \
|
|
force_update = FALSE; \
|
|
needs_update = FALSE;
|
|
|
|
// Queue an update.
|
|
#define QUEUE_UPDATE \
|
|
if (!needs_update) \
|
|
{ \
|
|
lighting_update_lights += src; \
|
|
needs_update = TRUE; \
|
|
}
|
|
|
|
// Picks either scheduled or instant updates based on current server load.
|
|
#define INTELLIGENT_UPDATE \
|
|
if (world.tick_usage > TICK_LIMIT || !ticker || ticker.current_state <= GAME_STATE_SETTING_UP) { \
|
|
QUEUE_UPDATE; \
|
|
} \
|
|
else { \
|
|
DO_UPDATE; \
|
|
}
|
|
|
|
// This proc will cause the light source to update the top atom, and add itself to the update queue.
|
|
/datum/light_source/proc/update(var/atom/new_top_atom)
|
|
// This top atom is different.
|
|
if (new_top_atom && new_top_atom != top_atom)
|
|
if(top_atom != source_atom) // Remove ourselves from the light sources of that top atom.
|
|
top_atom.light_sources -= src
|
|
|
|
top_atom = new_top_atom
|
|
|
|
if (top_atom != source_atom)
|
|
if(!top_atom.light_sources)
|
|
top_atom.light_sources = list()
|
|
|
|
top_atom.light_sources += src // Add ourselves to the light sources of our new top atom.
|
|
|
|
L_PROF(source_atom, "source_update")
|
|
|
|
INTELLIGENT_UPDATE
|
|
|
|
// Will force an update without checking if it's actually needed.
|
|
/datum/light_source/proc/force_update()
|
|
L_PROF(source_atom, "source_forceupdate")
|
|
force_update = 1
|
|
|
|
INTELLIGENT_UPDATE
|
|
|
|
// Will cause the light source to recalculate turfs that were removed or added to visibility only.
|
|
/datum/light_source/proc/vis_update()
|
|
L_PROF(source_atom, "source_visupdate")
|
|
vis_update = 1
|
|
|
|
INTELLIGENT_UPDATE
|
|
|
|
// Will check if we actually need to update, and update any variables that may need to be updated.
|
|
/datum/light_source/proc/check()
|
|
if (!source_atom || !light_range || !light_power)
|
|
destroy(no_update = TRUE)
|
|
return 1
|
|
|
|
if (!top_atom)
|
|
top_atom = source_atom
|
|
. = 1
|
|
|
|
if (istype(top_atom, /turf))
|
|
if (source_turf != top_atom)
|
|
source_turf = top_atom
|
|
. = 1
|
|
else if (top_atom.loc != source_turf)
|
|
source_turf = top_atom.loc
|
|
. = 1
|
|
|
|
if (source_atom.light_power != light_power)
|
|
light_power = source_atom.light_power
|
|
. = 1
|
|
|
|
if (source_atom.light_range != light_range)
|
|
light_range = source_atom.light_range
|
|
. = 1
|
|
|
|
if (light_range && light_power && !applied)
|
|
. = 1
|
|
|
|
if (source_atom.light_color != light_color)
|
|
light_color = source_atom.light_color
|
|
parse_light_color()
|
|
. = 1
|
|
|
|
// Decompile the hexadecimal colour into lumcounts of each perspective.
|
|
/datum/light_source/proc/parse_light_color()
|
|
if (light_color)
|
|
lum_r = GetRedPart (light_color) / 255
|
|
lum_g = GetGreenPart (light_color) / 255
|
|
lum_b = GetBluePart (light_color) / 255
|
|
else
|
|
lum_r = 1
|
|
lum_g = 1
|
|
lum_b = 1
|
|
|
|
if (light_uv)
|
|
lum_u = light_uv / 255
|
|
else
|
|
lum_u = 0
|
|
|
|
// Macro that applies light to a new corner.
|
|
// It is a macro in the interest of speed, yet not having to copy paste it.
|
|
// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
|
|
// As such this all gets counted as a single line.
|
|
// The braces and semicolons are there to be able to do this on a single line.
|
|
|
|
#define APPLY_CORNER(C,now) \
|
|
. = LUM_FALLOFF(C, source_turf); \
|
|
\
|
|
. *= light_power; \
|
|
\
|
|
effect_str[C] = .; \
|
|
\
|
|
C.update_lumcount \
|
|
( \
|
|
. * applied_lum_r, \
|
|
. * applied_lum_g, \
|
|
. * applied_lum_b, \
|
|
. * applied_lum_u, \
|
|
now \
|
|
);
|
|
|
|
// I don't need to explain what this does, do I?
|
|
#define REMOVE_CORNER(C,now) \
|
|
. = -effect_str[C]; \
|
|
C.update_lumcount \
|
|
( \
|
|
. * applied_lum_r, \
|
|
. * applied_lum_g, \
|
|
. * applied_lum_b, \
|
|
. * applied_lum_u, \
|
|
now \
|
|
);
|
|
|
|
// This is the define used to calculate falloff.
|
|
#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
|
|
|
|
/datum/light_source/proc/apply_lum(var/now = FALSE)
|
|
var/static/update_gen = 1
|
|
applied = 1
|
|
|
|
// Keep track of the last applied lum values so that the lighting can be reversed
|
|
applied_lum_r = lum_r
|
|
applied_lum_g = lum_g
|
|
applied_lum_b = lum_b
|
|
applied_lum_u = lum_u
|
|
|
|
FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
|
|
if (!T.lighting_corners_initialised)
|
|
T.generate_missing_corners()
|
|
|
|
for (var/datum/lighting_corner/C in T.get_corners())
|
|
if (C.update_gen == update_gen)
|
|
continue
|
|
|
|
C.update_gen = update_gen
|
|
C.affecting += src
|
|
|
|
if (!C.active)
|
|
effect_str[C] = 0
|
|
continue
|
|
|
|
APPLY_CORNER(C, now)
|
|
|
|
if (!T.affecting_lights)
|
|
T.affecting_lights = list()
|
|
|
|
T.affecting_lights += src
|
|
affecting_turfs += T
|
|
|
|
update_gen++
|
|
|
|
/datum/light_source/proc/remove_lum(var/now = FALSE)
|
|
applied = FALSE
|
|
|
|
for (var/turf/T in affecting_turfs)
|
|
if (!T.affecting_lights)
|
|
T.affecting_lights = list()
|
|
else
|
|
T.affecting_lights -= src
|
|
|
|
affecting_turfs.Cut()
|
|
|
|
for (var/datum/lighting_corner/C in effect_str)
|
|
REMOVE_CORNER(C,now)
|
|
|
|
C.affecting -= src
|
|
|
|
effect_str.Cut()
|
|
|
|
/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C, var/now = FALSE)
|
|
if (effect_str.Find(C)) // Already have one.
|
|
REMOVE_CORNER(C,now)
|
|
|
|
APPLY_CORNER(C,now)
|
|
|
|
/datum/light_source/proc/smart_vis_update(var/now = FALSE)
|
|
L_PROF(source_atom, "source_smartvisupdate")
|
|
var/list/datum/lighting_corner/corners = list()
|
|
var/list/turf/turfs = list()
|
|
FOR_DVIEW(var/turf/T, light_range, source_turf, 0)
|
|
if (!T.lighting_corners_initialised)
|
|
T.generate_missing_corners()
|
|
corners |= T.get_corners()
|
|
turfs += T
|
|
|
|
var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
|
|
affecting_turfs += L
|
|
for (var/turf/T in L)
|
|
if (!T.affecting_lights)
|
|
T.affecting_lights = list(src)
|
|
else
|
|
T.affecting_lights += src
|
|
|
|
L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights.
|
|
affecting_turfs -= L
|
|
for (var/turf/T in L)
|
|
T.affecting_lights -= src
|
|
|
|
for (var/datum/lighting_corner/C in corners - effect_str) // New corners
|
|
C.affecting += src
|
|
if (!C.active)
|
|
effect_str[C] = 0
|
|
continue
|
|
|
|
APPLY_CORNER(C,now)
|
|
|
|
for (var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
|
|
REMOVE_CORNER(C,now)
|
|
C.affecting -= src
|
|
effect_str -= C
|
|
|
|
#undef QUEUE_UPDATE
|
|
#undef DO_UPDATE
|
|
#undef INTELLIGENT_UPDATE
|
|
#undef LUM_FALLOFF
|
|
#undef REMOVE_CORNER
|
|
#undef APPLY_CORNER
|