Merge pull request #21742 from tgstation/revert-21638-this_isnt_advanced_darkness_this_is_REGULAR_darkness

Revert "Human nightvision"
This commit is contained in:
oranges
2016-11-29 09:10:37 +13:00
committed by GitHub
13 changed files with 62 additions and 89 deletions
+4 -42
View File
@@ -18,7 +18,7 @@
screen.severity = severity
screens[category] = screen
if(client && screen.should_show_to(src))
if(client && stat != DEAD)
client.screen += screen
return screen
@@ -51,14 +51,9 @@
client.screen -= screens[category]
/mob/proc/reload_fullscreen()
if(client)
var/obj/screen/fullscreen/screen
if(client && stat != DEAD) //dead mob do not see any of the fullscreen overlays that he has.
for(var/category in screens)
screen = screens[category]
if(screen.should_show_to(src))
client.screen |= screen
else
client.screen -= screen
client.screen |= screens[category]
/obj/screen/fullscreen
icon = 'icons/mob/screen_full.dmi'
@@ -68,12 +63,6 @@
plane = FULLSCREEN_PLANE
mouse_opacity = 0
var/severity = 0
var/show_when_dead = FALSE
/obj/screen/fullscreen/proc/should_show_to(mob/mymob)
if(!show_when_dead && mymob.stat == DEAD)
return FALSE
return TRUE
/obj/screen/fullscreen/Destroy()
..()
@@ -136,31 +125,4 @@
color = "#ff0000"
/obj/screen/fullscreen/color_vision/blue
color = "#0000ff"
/obj/screen/fullscreen/lighting_backdrop
icon = 'icons/mob/screen_gen.dmi'
icon_state = "flash"
transform = matrix(200, 0, 0, 0, 200, 0)
plane = LIGHTING_PLANE
blend_mode = BLEND_OVERLAY
show_when_dead = TRUE
//Provides darkness to the back of the lighting plane
/obj/screen/fullscreen/lighting_backdrop/lit
invisibility = INVISIBILITY_LIGHTING
layer = BACKGROUND_LAYER+21
color = "#000"
show_when_dead = TRUE
//Provides whiteness in case you don't see lights so everything is still visible
/obj/screen/fullscreen/lighting_backdrop/unlit
layer = BACKGROUND_LAYER+20
show_when_dead = TRUE
/obj/screen/fullscreen/see_through_darkness
icon_state = "nightvision"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
show_when_dead = TRUE
color = "#0000ff"
+11 -6
View File
@@ -38,6 +38,11 @@
/datum/hud/ghost/New(mob/owner)
..()
var/mob/dead/observer/G = mymob
if(!G.client.prefs.ghost_hud)
mymob.client.screen = null
return
var/obj/screen/using
using = new /obj/screen/ghost/jumptomob()
@@ -57,12 +62,12 @@
static_inventory += using
/datum/hud/ghost/show_hud(version = 0, mob/viewmob)
..()
if(!mymob.client.prefs.ghost_hud)
mymob.client.screen -= static_inventory
else
mymob.client.screen += static_inventory
/datum/hud/ghost/show_hud()
var/mob/dead/observer/G = mymob
mymob.client.screen = list()
if(!G.client.prefs.ghost_hud)
return
mymob.client.screen += static_inventory
/mob/dead/observer/create_mob_hud()
if(client && !hud_used)
+1 -2
View File
@@ -66,7 +66,6 @@
for(var/mytype in subtypesof(/obj/screen/plane_master))
var/obj/screen/plane_master/instance = new mytype()
plane_masters["[instance.plane]"] = instance
instance.backdrop(mymob)
/datum/hud/Destroy()
if(mymob.hud_used == src)
@@ -215,7 +214,7 @@
..()
hidden_inventory_update(viewmob)
/datum/hud/robot/show_hud(version = 0, mob/viewmob)
/datum/hud/robot/show_hud(version = 0)
..()
update_robot_modules_display()
-2
View File
@@ -87,8 +87,6 @@
/datum/hud/human/New(mob/living/carbon/human/owner, ui_style = 'icons/mob/screen_midnight.dmi')
..()
owner.overlay_fullscreen("see_through_darkness", /obj/screen/fullscreen/see_through_darkness)
var/obj/screen/using
var/obj/screen/inventory/inv_box
+8 -1
View File
@@ -1,4 +1,11 @@
/datum/hud/brain
/datum/hud/brain/show_hud(version = 0)
if(!ismob(mymob))
return 0
if(!mymob.client)
return 0
mymob.client.screen = list()
mymob.client.screen += mymob.client.void
/mob/living/brain/create_mob_hud()
if(client && !hud_used)
+11 -7
View File
@@ -4,8 +4,15 @@
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
blend_mode = BLEND_OVERLAY
//Why do plane masters need a backdrop sometimes? Read http://www.byond.com/forum/?post=2141928
/obj/screen/plane_master/proc/backdrop(mob/mymob)
/obj/screen/plane_master/New()
if(blend_mode == BLEND_MULTIPLY)
//What is this? Read http://www.byond.com/forum/?post=2141928
var/image/backdrop = image('icons/mob/screen_gen.dmi', "black")
backdrop.transform = matrix(200, 0, 0, 0, 200, 0)
backdrop.layer = BACKGROUND_LAYER
backdrop.blend_mode = BLEND_OVERLAY
overlays += backdrop
..()
/obj/screen/plane_master/game_world
name = "game world plane master"
@@ -16,9 +23,6 @@
name = "lighting plane master"
plane = LIGHTING_PLANE
blend_mode = BLEND_OVERLAY
color = list(0,0,0,-0.333, 0,0,0,-0.333, 0,0,0,-0.333, 0,0,0,0, 0,0,0,1)
// blend_mode = BLEND_MULTIPLY
// color = list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,0, 0.1,0.1,0.1,0)
mouse_opacity = 0
/obj/screen/plane_master/lighting/backdrop(mob/mymob)
mymob.overlay_fullscreen("lighting_backdrop_lit", /obj/screen/fullscreen/lighting_backdrop/lit)
mymob.overlay_fullscreen("lighting_backdrop_unlit", /obj/screen/fullscreen/lighting_backdrop/unlit)
+4
View File
@@ -304,11 +304,15 @@ var/list/teleportlocs = list()
icon_state = "party"
else
icon_state = "blue-red"
invisibility = INVISIBILITY_LIGHTING
else
// new lighting behaviour with obj lights
icon_state = null
invisibility = INVISIBILITY_MAXIMUM
/area/space/updateicon()
icon_state = null
invisibility = INVISIBILITY_MAXIMUM
/*
#define EQUIP 1
+1 -9
View File
@@ -22,12 +22,4 @@
name = "mobl"
var/master = null
var/list/container = list( )
//Makes a tile fully lit no matter what
/obj/effect/fullbright
icon = 'icons/effects/alphacolors.dmi'
icon_state = "white"
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
var/list/container = list( )
+16 -14
View File
@@ -27,12 +27,13 @@
*/
#define LIGHTING_CIRCULAR 1 //Comment this out to use old square lighting effects.
//#define LIGHTING_LAYER 15 //Drawing layer for lighting, moved to layers.dm
#define LIGHTING_CAP 10 //The lumcount level at which alpha is 0 and we're fully lit.
#define LIGHTING_CAP_FRAC (255/LIGHTING_CAP) //A precal'd variable we'll use in turf/redraw_lighting()
#define LIGHTING_ICON 'icons/effects/alphacolors.dmi'
#define LIGHTING_ICON_STATE "white"
#define LIGHTING_TIME 2 //Time to do any lighting change. Actual number pulled out of my ass
#define LIGHTING_DARKEST_VISIBLE_ALPHA 5 //Anything darker than this is so dark, we'll just consider the whole tile unlit
#define LIGHTING_DARKEST_VISIBLE_ALPHA 250 //Anything darker than this is so dark, we'll just consider the whole tile unlit
#define LIGHTING_LUM_FOR_FULL_BRIGHT 6 //Anything who's lum is lower then this starts off less bright.
#define LIGHTING_MIN_RADIUS 4 //Lowest radius a light source can effect.
@@ -238,8 +239,9 @@
layer = LIGHTING_LAYER
plane = LIGHTING_PLANE
mouse_opacity = 0
blend_mode = BLEND_ADD
blend_mode = BLEND_OVERLAY
invisibility = INVISIBILITY_LIGHTING
color = "#000"
luminosity = 0
infra_luminosity = 1
anchored = 1
@@ -342,21 +344,23 @@
/turf/proc/redraw_lighting(instantly = 0)
if(lighting_object)
var/newalpha = 0
var/turf_lumcount = lighting_lumcount
if(turf_lumcount > 0)
if(turf_lumcount < LIGHTING_CAP)
newalpha = Clamp(turf_lumcount * LIGHTING_CAP_FRAC, 0, 255)
else //if(turf_lumcount >= LIGHTING_CAP)
newalpha = 255
if(newalpha <= LIGHTING_DARKEST_VISIBLE_ALPHA)
newalpha = 0
var/newalpha
if(lighting_lumcount <= 0)
newalpha = 255
else
if(lighting_lumcount < LIGHTING_CAP)
var/num = Clamp(lighting_lumcount * LIGHTING_CAP_FRAC, 0, 255)
newalpha = 255-num
else //if(lighting_lumcount >= LIGHTING_CAP)
newalpha = 0
if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
newalpha = 255
if(lighting_object.alpha != newalpha)
if(instantly)
lighting_object.alpha = newalpha
else
animate(lighting_object, alpha = newalpha, time = LIGHTING_TIME)
if(newalpha <= LIGHTING_DARKEST_VISIBLE_ALPHA)
if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
luminosity = 0
lighting_object.luminosity = 0
else
@@ -378,12 +382,10 @@
. = ..()
if(lighting_use_dynamic != DYNAMIC_LIGHTING_ENABLED)
luminosity = 1
overlays += /obj/effect/fullbright
/area/proc/SetDynamicLighting()
if (lighting_use_dynamic == DYNAMIC_LIGHTING_DISABLED)
lighting_use_dynamic = DYNAMIC_LIGHTING_ENABLED
overlays.Cut()
luminosity = 0
for(var/turf/T in src.contents)
T.init_lighting()
+1 -1
View File
@@ -8,7 +8,7 @@
var/emp_damage = 0//Handles a type of MMI damage
var/datum/dna/stored/stored_dna // dna var for brain. Used to store dna, brain dna is not considered like actual dna, brain.has_dna() returns FALSE.
stat = DEAD //we start dead by default
see_invisible = SEE_INVISIBLE_LIVING
see_invisible = SEE_INVISIBLE_MINIMUM
/mob/living/brain/New(loc)
..()
+1 -1
View File
@@ -67,7 +67,7 @@
SetSleeping(0, 0)
blind_eyes(1)
reset_perspective(null)
reload_fullscreen()
hide_fullscreens()
update_action_buttons_icon()
update_damage_hud()
update_health_hud()
+4 -4
View File
@@ -279,7 +279,7 @@ ANNOUNCE_ADMIN_LOGOUT
## This allows you to configure the minimum required client version, as well as a warning version, and message for both.
## These trigger for any version below (non-inclusive) the given version, so 510 triggers on 509 or lower.
## These messages will be followed by one stating the clients current version and the required version for clarity.
#CLIENT_WARN_VERSION 511
#CLIENT_WARN_MESSAGE Byond is really close to releasing 511 beta as the stable release, please take this time to try it out. You can set the framerate your client runs at, which makes the game feel very different and cool. Shortly after its release we will end up using 511 client features and you will be forced to update.
CLIENT_ERROR_VERSION 510
CLIENT_ERROR_MESSAGE Your version of byond is not supported. Please upgrade.
#CLIENT_WARN_VERSION 510
#CLIENT_WARN_MESSAGE Byond is really close to releasing 510 beta as the stable release, please take this time to try it out. Reports are that the client preforms better then the version you are using, and also handles network lag better. Shortly after it's release we will end up using 510 client features and you will be forced to update.
#CLIENT_ERROR_VERSION 509
#CLIENT_ERROR_MESSAGE Your version of byond is not supported. Please upgrade.
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