Begins Improving Sparks/Flares Somewhat, Adds Animatable Light Overlays (#95362)

## About The Pull Request

[Adds a visual tick helper, integrates it into SSmove and
such](https://github.com/tgstation/tgstation/commit/e97035f9f74fad5c67c5bf19d8d5d3bb4bd476b4)

Basically, if we do "stuff" during verb time then the next chance
clients have to actually see it is on the next visual tick (rather then
the normal "this tick"). This is cause clients get their next frame
during maptick, and maptick runs before verbs.

We want to be able to handle this properly because if you say, create an
object and then move it on the same VISUAL tick (NOT game tick), it will
just teleport instead of playing out the move. I don't want this for
stuff like sparks, so we need a way to work around it.

[Moves most users of the _FAST flag to
_INSTANT](https://github.com/tgstation/tgstation/commit/6f96daac00519c69adc7554f52114798a65f3ad5)

These are the kids that don't immediately spawn something and the move
it, and we want to allow them to move actually as soon as possible
(important for stuff like space)

[Improves basic effect systems, makes their products delete when they
stop
moving](https://github.com/tgstation/tgstation/commit/172cb25d80ed34e1ec523172a1677fb524239fba)

Moves some stuff out to getters or vars so children can better decide
how long effects should last/how fast they should move. Uses this to
clean up weird dupe code used by explosions.

Makes all these effects delete on contact with something that stops
them. I'm doing this because an effect just hanging in the air looks
really really odd. Does have consequences for sparks that are already
moving at a wall though, might need a better way to handle that.

Makes all these effects use _FAST loops so they don't just hang in the
air for a second on spawn

Adds a setter proc on sparks for their duration, gonna use this to
improve their effects some

[Refactors overlay lights, adds support for animating their
images](https://github.com/tgstation/tgstation/commit/3ad0083cf2b536df51a6d93dca40eac20c1d62d1)

Implements light_render_source and relevant setters, this allows us to
replace the components of an overlay light with basically whatever we
want

Refactors overlay lighting to handle its images more consistently,
allowing us to hook into an image being modified

Combining the two of these will allow us to consistently copy a light's
image, modify it in some way, and then relay that modification back
down. Allowing us to animate it or do more advanced effects painlessly

Also, fixes ranges of 1 or less not rendering at all on initial set
(thank you kapu)

[In which I get fed up and add a macro helper for UID
generation](https://github.com/tgstation/tgstation/commit/aab48b03d407104d4f9cf9acb034494237def911)

[adds vv hooking for all existing lighting
vars](https://github.com/tgstation/tgstation/commit/b81c6200a0d74c36b440aa3f4c1f22c422090a2d)

[Upgrade effect system's dir picking to avoid duplicates when
possible](https://github.com/tgstation/tgstation/commit/18b622586b509c6be4c4bca4e3e7c175ad75fe91)

[Uses the technique described above to animate spark's lights out as
they
move](https://github.com/tgstation/tgstation/commit/67ba177982213799984a70e89536c5efb3d17e14)

This is a decently nice effect imo, it allows us to bump their power
(read, alpha) since it'll get animated away. I try to sync the animation
to the actual icon state's flow (it's 0.7s long). I also sped them up
somewhat to hopefully have a nicer looking effect? we'll see.

[Abstracts away intercepting overlay lights into a holder
datum](https://github.com/tgstation/tgstation/pull/95362/commits/b3f1fe74f2c3bab1d8912ab8a666bd05677ad032)

This should make it far easier to reuse this pattern!

[Fixes overlay lights flashing to double intensity when picked up off
the
ground](https://github.com/tgstation/tgstation/pull/95362/commits/1d83f2031fa2b33312b2aea4359c0c37c9d04ac7)

We needed to clear out their underlays BEFORE the animation

[Adds a flickering effect to flares and their
children](https://github.com/tgstation/tgstation/pull/95362/commits/b7a858e04a607c58b6c7fbe1476ffe2239e63bde)

I'm still not 100% happy with this, I was trying to avoid it feeling
like a heartbeat with random noise and I.. THINK it worked? it's
honestly quite hard to tell

[Adds the same flickering to lighters, welding tools and life
candles](https://github.com/tgstation/tgstation/pull/95362/commits/3ec44027e17835ae96702cec5f0b12d1f4deb32b)

Also, updated light candles to mirror the appearance of normal candles
and use overlay lighting

EDIT:
I realized while working on flares that I accidentally double applied
color, so if you saw the sparks animations before now it was different
(less vibrant). IDK if I like this better or worse but it is RIGHT and
that's what matters.

## Why It's Good For The Game

I got mad about how bad these looked, and this is a start at improving
them.
Also, adds a framework for more dynamic effects applied to overlay
lights (you could use this to apply a sort of "emergency rotating"
effect, or flicker/buzz for example).

<details>
 <summary>Before</summary>


https://github.com/user-attachments/assets/66437f27-ee3c-4f14-a7ee-4a1c3e68533a


https://github.com/user-attachments/assets/ed14fff8-a7eb-47fe-bab5-9a490ac96629

</details>

<details>
 <summary>After</summary>


https://github.com/user-attachments/assets/fb24ff2e-c745-42a5-8e11-c8a1eeef35a5


https://github.com/user-attachments/assets/fd8c2116-cb92-4fe6-ad3e-786a6538e52a

</details>

## Changelog
🆑
add: Reworks how sparks render. They're now a bit brighter, will fade
out as they move/if they hit something, will stack with each other less
and also won't start hang in the air on spawn.
add: Added a flickering effect to lighters, welding tools, flares,
torches and candles (since they're flames).
fix: Overlay based lights (think flashlights) will no longer flash to
double intensity while being picked up.
refactor: Reworked how some effects (explosion particles, sparks, some
reagent stuff) function, report any bugs!
/🆑
This commit is contained in:
LemonInTheDark
2026-03-19 18:48:57 -07:00
committed by GitHub
parent 6c838e8e96
commit 9d14e327b5
32 changed files with 534 additions and 113 deletions
@@ -39,6 +39,17 @@
#define COMSIG_ATOM_SET_LIGHT_FLAGS "atom_set_light_flags"
///Called right after the atom changes the value of light_flags to a different one, from base of [/atom/proc/set_light_flags]: (old_flags)
#define COMSIG_ATOM_UPDATE_LIGHT_FLAGS "atom_update_light_flags"
///Called right before the atom changes the value of light_render_source to a different one, from base [atom/proc/set_light_render_source]: (new_render_source)
#define COMSIG_ATOM_SET_LIGHT_RENDER_SOURCE "atom_set_light_render_source"
///Called right after the atom changes the value of light_render_source to a different one, from base of [/atom/proc/set_light_render_source]: (old_render_source)
#define COMSIG_ATOM_UPDATE_LIGHT_RENDER_SOURCE "atom_update_light_render_source"
///Called when an atom has a light template applied to it. Frombase of [/datum/light_template/proc/mirror_onto]: ()
#define COMSIG_ATOM_LIGHT_TEMPLATE_MIRRORED "atom_light_template_mirrored"
///Called when an atom's overlay component applies visuals, from base of [/datum/component/overlay_lighting/proc/show_to_holder]: (atom/movable/light_holder)
#define COMSIG_ATOM_OVERLAY_LIGHT_APPLIED "atom_overlay_light_applied"
///Called when an atom's overlay component hides its visuals, from base of [/datum/component/overlay_lighting/proc/hide_from_holder]: (atom/movable/light_holder)
#define COMSIG_ATOM_OVERLAY_LIGHT_REMOVED "atom_overlay_light_removed"
@@ -0,0 +1,2 @@
/// from base of [/datum/light_middleman/proc/light_modified] : ()
#define COMSIG_LIGHT_MIDDLEMAN_UPDATED "light_middleman_updated"
@@ -151,6 +151,10 @@
#define COMSIG_ITEM_STORED "item_stored"
///from base of datum/storage/handle_exit(): (datum/storage/storage)
#define COMSIG_ITEM_UNSTORED "item_unstored"
///from base of obj/item/do_pickup_animation(): ()
#define COMSIG_ITEM_BEFORE_PICKUP_ANIMATION "item_before_pickup_animation"
///from base of obj/item/do_drop_animation(): ()
#define COMSIG_ITEM_BEFORE_DROP_ANIMATION "item_before_drop_animation"
/**
* From base of datum/strippable_item/get_alternate_actions(): (atom/owner, mob/user, list/alt_actions)
+5
View File
@@ -11,6 +11,11 @@
/// Nonesensical value for light color, used for null checks.
#define NONSENSICAL_VALUE -99999
// Light systems that use the overlay light component
#define IS_OVERLAY_LIGHT_SYSTEM(system) (system == OVERLAY_LIGHT || system == OVERLAY_LIGHT_DIRECTIONAL || system == OVERLAY_LIGHT_BEAM)
// Light systems that use the cone image of the overlay light component
#define IS_OVERLAY_CONE_LIGHT_SYSTEM(system) (system == OVERLAY_LIGHT_DIRECTIONAL || system == OVERLAY_LIGHT_BEAM)
/// Is our overlay light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.
#define LIGHT_ATTACHED (1<<0)
/// Freezes a light in its current state, blocking any attempts at modification
+6
View File
@@ -53,6 +53,9 @@
/// Increments a value and wraps it if it exceeds some value. Can be used to circularly iterate through a list through `idx = WRAP_UP(idx, length_of_list)`.
#define WRAP_UP(val, max) (((val) % (max)) + 1)
/// Helper that increments and wraps the passed in number when it hits the integer limit
#define WRAP_UID(val) WRAP_UP(val, SHORT_REAL_LIMIT - 1)
// Real modulus that handles decimals
#define MODULUS(x, y) ( (x) - FLOOR(x, y))
@@ -233,6 +236,9 @@
#define LORENTZ_DISTRIBUTION(x, s) ( s*tan(TODEGREES(PI*(rand()-0.5))) + x )
#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/PI)*TORADIANS(arctan((x-(y))/s)) + 1/2 )
/// Fucked up like upside down cauchy dist that I've pinned to 1 so I can use it as a multiplier
/// https://www.desmos.com/calculator/bt4tfavvi7
#define ANCHORED_INVERSE_CAUCHY(s) (2 - ( 1 / (s * (1 + ((rand() - 0.5) / s) ** 2 ))) * (s + (0.5 ** 2) / s))
#define RULE_OF_THREE(a, b, x) ((a*x)/b)
+8 -5
View File
@@ -29,15 +29,18 @@ GLOBAL_VAR_INIT(glide_size_multiplier, 1.0)
//Movement loop flags
///Should the loop act immediately following its addition?
#define MOVEMENT_LOOP_START_FAST (1<<0)
#define MOVEMENT_LOOP_START_INSTANT (1<<0)
///Should the loop act as soon as is reasonable?
///(always 1 tick after the next visual tick, makes behavior consistent regardless of when the SS fires in the tick)
#define MOVEMENT_LOOP_START_FAST (1<<1)
///Do we not use the priority system?
#define MOVEMENT_LOOP_IGNORE_PRIORITY (1<<1)
#define MOVEMENT_LOOP_IGNORE_PRIORITY (1<<2)
///Should we override the loop's glide?
#define MOVEMENT_LOOP_IGNORE_GLIDE (1<<2)
#define MOVEMENT_LOOP_IGNORE_GLIDE (1<<3)
///Should we not update our movables dir on move?
#define MOVEMENT_LOOP_NO_DIR_UPDATE (1<<3)
#define MOVEMENT_LOOP_NO_DIR_UPDATE (1<<4)
///Is the loop moving the movable outside its control, like it's an external force? e.g. footsteps won't play if enabled.
#define MOVEMENT_LOOP_OUTSIDE_CONTROL (1<<4)
#define MOVEMENT_LOOP_OUTSIDE_CONTROL (1<<5)
// Movement loop status flags
/// Has the loop been paused, soon to be resumed?
+5
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@@ -23,3 +23,8 @@
/// Much like [SET_BASE_PIXEL], except it will not effect pixel offsets in mapping programs
#define SET_BASE_PIXEL_NOMAP(x, y) MAP_SWITCH(SET_BASE_PIXEL(x, y), _SET_BASE_PIXEL_NO_OFFSET(x, y))
/// What world.time will we next complete a visual tick?
/// This is important because we often want to avoid moving an object twice in a tick, since this can lead to teleportation instead of gliding
/// (such as when you move an atom that just spawned)
#define NEXT_VISUAL_TICK (GLOB.last_maptick_time + world.tick_lag)
+1 -1
View File
@@ -47,7 +47,7 @@ SUBSYSTEM_DEF(atoms)
// Generate a unique mapload source for this run of InitializeAtoms
var/static/uid = 0
uid = (uid + 1) % (SHORT_REAL_LIMIT - 1)
uid = WRAP_UID(uid + 1)
var/source = "subsystem init [uid]"
set_tracked_initalized(INITIALIZATION_INNEW_MAPLOAD, source)
@@ -59,11 +59,16 @@
SEND_SIGNAL(src, COMSIG_MOVELOOP_START)
status |= MOVELOOP_STATUS_RUNNING
//If this is our first time starting to move with this loop
//And we're meant to start instantly
//And we want to start consistently fast
if(!timer && flags & MOVEMENT_LOOP_START_FAST)
timer = world.time
// + tick_lag because we want to avoid weird jumping in atoms that were just created (and avoid inconsistencies around subsystem timing)
timer = NEXT_VISUAL_TICK + world.tick_lag
return
timer = world.time + delay
//And we're meant to start instantly
if(!timer && flags & MOVEMENT_LOOP_START_INSTANT)
timer = NEXT_VISUAL_TICK
return
timer = NEXT_VISUAL_TICK + delay
///Called when a loop is stopped, doesn't stop the loop itself
/datum/move_loop/proc/loop_stopped()
@@ -21,4 +21,4 @@
/// Move immediately and don't update our facing
/datum/ai_movement/basic_avoidance/backstep
move_flags = MOVEMENT_LOOP_START_FAST | MOVEMENT_LOOP_NO_DIR_UPDATE
move_flags = MOVEMENT_LOOP_START_INSTANT | MOVEMENT_LOOP_NO_DIR_UPDATE
+72 -47
View File
@@ -64,6 +64,8 @@
var/beam = FALSE
///A cone overlay for directional light, its alpha and color are dependent on the light
var/image/cone
/// Are we currently displaying light on our holder?
var/currently_displaying = FALSE
///Current tracked direction for the directional cast behaviour
var/current_direction
///Tracks current directional x offset so we don't update unnecessarily
@@ -78,7 +80,7 @@
return COMPONENT_INCOMPATIBLE
var/atom/movable/movable_parent = parent
if(!force && movable_parent.light_system != OVERLAY_LIGHT && movable_parent.light_system != OVERLAY_LIGHT_DIRECTIONAL && movable_parent.light_system != OVERLAY_LIGHT_BEAM)
if(!force && !IS_OVERLAY_LIGHT_SYSTEM(movable_parent.light_system))
stack_trace("[type] added to [parent], with [movable_parent.light_system] value for the light_system var. Use [OVERLAY_LIGHT], [OVERLAY_LIGHT_DIRECTIONAL] or [OVERLAY_LIGHT_BEAM] instead.")
return COMPONENT_INCOMPATIBLE
@@ -111,7 +113,7 @@
set_color(parent, movable_parent.light_color)
if(!isnull(starts_on))
movable_parent.set_light_on(starts_on)
set_light_render_source(parent, "")
/datum/component/overlay_lighting/RegisterWithParent()
. = ..()
@@ -122,10 +124,12 @@
RegisterSignal(parent, COMSIG_ATOM_UPDATE_LIGHT_COLOR, PROC_REF(set_color))
RegisterSignal(parent, COMSIG_ATOM_UPDATE_LIGHT_ON, PROC_REF(on_toggle))
RegisterSignal(parent, COMSIG_ATOM_UPDATE_LIGHT_FLAGS, PROC_REF(on_light_flags_change))
RegisterSignal(parent, COMSIG_ATOM_SET_LIGHT_RENDER_SOURCE, PROC_REF(set_light_render_source))
RegisterSignal(parent, COMSIG_ATOM_USED_IN_CRAFT, PROC_REF(on_parent_crafted))
RegisterSignal(parent, COMSIG_LIGHT_EATER_QUEUE, PROC_REF(on_light_eater))
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(on_parent_moved))
RegisterSignal(parent, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(on_z_move))
RegisterSignal(parent, COMSIG_ITEM_BEFORE_PICKUP_ANIMATION, PROC_REF(on_pickup_anim))
var/atom/movable/movable_parent = parent
if(movable_parent.light_flags & LIGHT_ATTACHED)
overlay_lighting_flags |= LIGHTING_ATTACHED
@@ -200,18 +204,44 @@
///Adds the luminosity and source for the affected movable atoms to keep track of their visibility.
/datum/component/overlay_lighting/proc/add_dynamic_lumi()
LAZYSET(current_holder.affected_dynamic_lights, src, lumcount_range + 1)
current_holder.underlays += visible_mask
show_to_holder()
current_holder.update_dynamic_luminosity()
if(directional)
current_holder.underlays += cone
///Removes the luminosity and source for the affected movable atoms to keep track of their visibility.
/datum/component/overlay_lighting/proc/remove_dynamic_lumi()
LAZYREMOVE(current_holder.affected_dynamic_lights, src)
current_holder.underlays -= visible_mask
hide_from_holder()
current_holder.update_dynamic_luminosity()
/// Adds our overlays to our holder, assuming everything's setup proper
/datum/component/overlay_lighting/proc/show_to_holder()
if(currently_displaying)
return
if(isnull(current_holder) || !(overlay_lighting_flags & LIGHTING_ON))
currently_displaying = FALSE
return
current_holder.underlays += visible_mask
if(directional)
current_holder.underlays += cone
currently_displaying = TRUE
// These are very intentionally copies so recipients cannot
// Accidentially brick lighting overlays by mutating them
var/mutable_appearance/mask_clone = new (visible_mask)
var/mutable_appearance/cone_clone = directional ? new /mutable_appearance(cone) : null
SEND_SIGNAL(parent, COMSIG_ATOM_OVERLAY_LIGHT_APPLIED, mask_clone, cone_clone, current_holder)
/// Removes our overlay from our holder, assuming everything's setup proper
/// MUST be called before modifying cone or visible_mask, or you will cause stuck lighting
/datum/component/overlay_lighting/proc/hide_from_holder()
if(!currently_displaying)
return
if(isnull(current_holder) || !(overlay_lighting_flags & LIGHTING_ON))
return
current_holder.underlays -= visible_mask
if(directional)
current_holder.underlays -= cone
currently_displaying = FALSE
SEND_SIGNAL(parent, COMSIG_ATOM_OVERLAY_LIGHT_REMOVED, current_holder)
///Called to change the value of parent_attached_to.
/datum/component/overlay_lighting/proc/set_parent_attached_to(atom/movable/new_parent_attached_to)
@@ -321,15 +351,16 @@
/datum/component/overlay_lighting/proc/on_z_move(atom/source)
SIGNAL_HANDLER
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays -= visible_mask
current_holder.underlays -= cone
hide_from_holder()
SET_PLANE_EXPLICIT(visible_mask, O_LIGHTING_VISUAL_PLANE, source)
if(cone)
SET_PLANE_EXPLICIT(cone, O_LIGHTING_VISUAL_PLANE, source)
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays += visible_mask
current_holder.underlays += cone
show_to_holder()
// Avoids duplicate overlays (one from our NEXT holder, selected after the animation, one from the pickup animation)
/datum/component/overlay_lighting/proc/on_pickup_anim(atom/source)
SIGNAL_HANDLER
hide_from_holder()
///Called when the current_holder is qdeleted, to remove the light effect.
/datum/component/overlay_lighting/proc/on_parent_attached_to_qdel(atom/movable/source, force)
@@ -364,20 +395,18 @@
range = clamp(CEILING(new_range, 0.5), 1, 6)
var/pixel_bounds = ((range - 1) * 64) + 32
lumcount_range = CEILING(range, 1)
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays -= visible_mask
hide_from_holder()
visible_mask.icon = light_overlays["[pixel_bounds]"]
if(pixel_bounds == 32)
if(!directional) // it's important that we make it to the end of this function if we are a directional light
visible_mask.transform = null
return
visible_mask.transform = null
else
var/offset = (pixel_bounds - 32) * 0.5
var/matrix/transform = new
transform.Translate(-offset, -offset)
visible_mask.transform = transform
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays += visible_mask
show_to_holder()
if(directional)
if(beam)
cast_range = max(round(new_range * 0.5), 1)
@@ -393,39 +422,24 @@
var/new_power = source.light_power
set_lum_power(new_power >= 0 ? 0.5 : -0.5)
set_alpha = min(230, (abs(new_power) * 120) + 30)
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays -= visible_mask
hide_from_holder()
visible_mask.alpha = set_alpha
visible_mask.blend_mode = new_power > 0 ? BLEND_ADD : BLEND_SUBTRACT
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays += visible_mask
if(!directional)
return
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays -= cone
cone.alpha = min(120, (abs(new_power) * 60) + 15)
cone.blend_mode = new_power > 0 ? BLEND_ADD : BLEND_SUBTRACT
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays += cone
if(directional)
cone.alpha = min(120, (abs(new_power) * 60) + 15)
cone.blend_mode = new_power > 0 ? BLEND_ADD : BLEND_SUBTRACT
show_to_holder()
///Changes the light's color, pretty straightforward.
/datum/component/overlay_lighting/proc/set_color(atom/source, old_color)
SIGNAL_HANDLER
var/new_color = source.light_color
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays -= visible_mask
hide_from_holder()
visible_mask.color = new_color
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays += visible_mask
if(!directional)
return
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays -= cone
cone.color = new_color
if(current_holder && overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays += cone
if(directional)
cone.color = new_color
show_to_holder()
///Toggles the light on and off.
/datum/component/overlay_lighting/proc/on_toggle(atom/source, old_value)
@@ -436,7 +450,6 @@
return
turn_off() //Falsey value, turn off.
///Triggered right after the parent light flags change.
/datum/component/overlay_lighting/proc/on_light_flags_change(atom/source, old_flags)
SIGNAL_HANDLER
@@ -453,6 +466,18 @@
overlay_lighting_flags &= ~LIGHTING_ATTACHED
set_parent_attached_to(null)
///Changes the light's color, pretty straightforward.
/datum/component/overlay_lighting/proc/set_light_render_source(atom/source, old_render_source)
SIGNAL_HANDLER
var/new_source = source.light_render_source
hide_from_holder()
visible_mask.render_source = new_source
if(directional)
var/new_cone_source = ""
if(new_source)
new_cone_source = "[new_source]_cone"
cone.render_source = new_cone_source
show_to_holder()
///Toggles the light on.
/datum/component/overlay_lighting/proc/turn_on()
@@ -504,7 +529,7 @@
break
scanning = next_turf
current_holder.underlays -= visible_mask
hide_from_holder()
var/translate_x = -((range - 1) * 32)
var/translate_y = translate_x
@@ -536,8 +561,8 @@
transform.Scale(scale_x, scale_y)
transform.Translate(translate_x, translate_y)
visible_mask.transform = transform
if(overlay_lighting_flags & LIGHTING_ON)
current_holder.underlays += visible_mask
show_to_holder()
///Called when current_holder changes loc.
/datum/component/overlay_lighting/proc/on_holder_dir_change(atom/movable/source, olddir, newdir)
+1 -1
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@@ -23,7 +23,7 @@
parent.drift_handler = src
var/flags = MOVEMENT_LOOP_OUTSIDE_CONTROL
if(instant)
flags |= MOVEMENT_LOOP_START_FAST
flags |= MOVEMENT_LOOP_START_INSTANT
src.drift_force = drift_force
drifting_loop = GLOB.move_manager.smooth_move(moving = parent, angle = inertia_angle, delay = get_loop_delay(parent), subsystem = SSnewtonian_movement, priority = MOVEMENT_SPACE_PRIORITY, flags = flags)
+10 -4
View File
@@ -73,17 +73,23 @@
var/light_power = 1
///Hexadecimal RGB string representing the colour of the light. White by default.
var/light_color = COLOR_WHITE
///Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values.
var/light_on = TRUE
///Bitflags to determine lighting-related atom properties.
var/light_flags = NONE
// OVERLAY_LIGHT only values
/// An optional render_source to apply to this atom's light overlay
var/light_render_source = ""
// COMPLEX_LIGHT only values
/// Angle of light to show in light_dir
/// 360 is a circle, 90 is a cone, etc.
var/light_angle = 360
/// What angle to project light in
var/light_dir = NORTH
///Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values.
var/light_on = TRUE
/// How many tiles "up" this light is. 1 is typical, should only really change this if it's a floor light
var/light_height = LIGHTING_HEIGHT
///Bitflags to determine lighting-related atom properties.
var/light_flags = NONE
///Our light source. Don't fuck with this directly unless you have a good reason!
var/tmp/datum/light_source/light
///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.
+21
View File
@@ -263,6 +263,27 @@
// I'm sorry
old_light_flags = var_value
. = TRUE
if(NAMEOF(src, light_render_source))
set_light_render_source(var_value)
. = TRUE
if(NAMEOF(src, light_angle))
if(light_system == COMPLEX_LIGHT)
set_light(l_angle = var_value)
else
set_light_angle(var_value)
. = TRUE
if(NAMEOF(src, light_dir))
if(light_system == COMPLEX_LIGHT)
set_light(l_dir = var_value)
else
set_light_dir(var_value)
. = TRUE
if(NAMEOF(src, light_height))
if(light_system == COMPLEX_LIGHT)
set_light(l_height = var_value)
else
set_light_height(var_value)
. = TRUE
if(NAMEOF(src, smoothing_junction))
set_smoothed_icon_state(var_value)
. = TRUE
@@ -57,6 +57,16 @@
var/total_effects = 0
/// Should the system delete itself after finishing?
var/autocleanup = FALSE
/// Should the system delete effects that stop moving?
var/delete_on_stop = FALSE
/// How frequently (in deciseconds) should we move our particles?
var/step_delay = 0.5 SECONDS
// Internal use
/// The length of the previous assigned moveloop in deciseconds
var/last_loop_length = 0
/// List of dirs avalible to pick, used to avoid accidential duplicates
var/list/pickable_dirs = list()
/datum/effect_system/basic/New(turf/location, amount = null, cardinals_only = null)
. = ..()
@@ -73,25 +83,48 @@
return
generate_effect()
/// Returns how many steps to attempt to move a generated effect
/datum/effect_system/basic/proc/get_step_count()
return rand(1, 3)
/// Generates a effect for our system to control, returns the generated effect
/datum/effect_system/basic/proc/generate_effect()
if(holder)
location = get_turf(holder)
var/obj/effect/effect = new effect_type(location)
total_effects++
var/direction
if(cardinals_only)
direction = pick(GLOB.cardinals)
else
direction = pick(GLOB.alldirs)
var/step_amt = rand(1, 3)
var/step_delay = 5
var/datum/move_loop/loop = GLOB.move_manager.move(effect, direction, step_delay, timeout = step_delay * step_amt, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(decrement_total_effect))
if(!length(pickable_dirs))
if(cardinals_only)
pickable_dirs = GLOB.cardinals.Copy()
else
pickable_dirs = GLOB.alldirs.Copy()
// Try not to reuse dirs if possible to avoid weird stacking
var/direction = pick_n_take(pickable_dirs)
/datum/effect_system/basic/proc/decrement_total_effect(datum/source)
var/step_count = get_step_count()
var/datum/move_loop/loop = GLOB.move_manager.move(effect, direction, step_delay, timeout = step_delay * step_count, priority = MOVEMENT_ABOVE_SPACE_PRIORITY, flags = MOVEMENT_LOOP_START_FAST)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_move))
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(loop_end))
last_loop_length = loop.lifetime
return effect
/datum/effect_system/basic/proc/post_move(datum/move_loop/source, result, visual_delay)
SIGNAL_HANDLER
if(result == MOVELOOP_FAILURE)
move_failed(source, source.moving)
/// Allows us to hook into being unable to automatically move
/datum/effect_system/basic/proc/move_failed(datum/move_loop/loop, obj/effect/failed)
if(QDELETED(failed) || !delete_on_stop)
return
qdel(failed)
/datum/effect_system/basic/proc/loop_end(datum/move_loop/source)
SIGNAL_HANDLER
total_effects--
if(delete_on_stop && !QDELETED(source.moving))
qdel(source.moving)
if(autocleanup && total_effects == 0)
QDEL_IN(src, 2 SECONDS)
@@ -4,14 +4,6 @@
opacity = TRUE
anchored = TRUE
/obj/effect/particle_effect/expl_particles/Initialize(mapload)
..()
return INITIALIZE_HINT_LATELOAD
/obj/effect/particle_effect/expl_particles/LateInitialize()
var/step_amt = pick(25;1, 50;2, 100;3, 200;4)
var/datum/move_loop/loop = GLOB.move_manager.move(src, pick(GLOB.alldirs), 1, timeout = step_amt, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(end_particle))
/obj/effect/particle_effect/expl_particles/proc/end_particle(datum/source)
SIGNAL_HANDLER
@@ -19,10 +11,20 @@
qdel(src)
/datum/effect_system/basic/expl_particles
effect_type = /obj/effect/particle_effect/expl_particles
amount = 10
step_delay = 0.1 SECONDS
delete_on_stop = TRUE
/datum/effect_system/basic/expl_particles/generate_effect()
new /obj/effect/particle_effect/expl_particles(location)
/datum/effect_system/basic/expl_particles/get_step_count()
return pick(25;1, 50;2, 100;3, 200;4)
/datum/effect_system/basic/expl_particles/loop_end(datum/move_loop/source)
. = ..()
var/obj/effect/explosion_particle = source.moving
if(QDELETED(explosion_particle))
return
qdel(explosion_particle)
/obj/effect/explosion
name = "fire"
@@ -18,11 +18,20 @@
anchored = TRUE
light_system = OVERLAY_LIGHT
light_range = 1.5
light_power = 0.8
light_power = 2
light_color = LIGHT_COLOR_FIRE
/// Should this spark's effect be animated
var/animated = TRUE
/// Timer id for the timer that will wipe us out
var/delete_timer_id = TIMER_ID_NULL
/// Middleman object we're using to animate our light
var/datum/light_middleman/middleman
/obj/effect/particle_effect/sparks/Initialize(mapload)
..()
if(animated)
middleman = new(src, "sparks")
middleman.being_overriding_light()
return INITIALIZE_HINT_LATELOAD
/obj/effect/particle_effect/sparks/LateInitialize()
@@ -32,7 +41,29 @@
var/turf/location = loc
if(isturf(location))
affect_location(location, just_initialized = TRUE)
QDEL_IN(src, 2 SECONDS)
decay_in(2 SECONDS)
/obj/effect/particle_effect/sparks/Destroy()
if(!isnull(middleman))
QDEL_NULL(middleman)
return ..()
/// Sets up our death effects given the passed in duration
/obj/effect/particle_effect/sparks/proc/decay_in(decay_time)
if(delete_timer_id != TIMER_ID_NULL)
deltimer(delete_timer_id)
delete_timer_id = QDEL_IN_STOPPABLE(src, decay_time + world.tick_lag)
if(!animated)
return
var/obj/effect/abstract/main_light = middleman.primary_intercept
// We're going to fade our light out so it's less jarring when we fully disappear
// Note, a refresh of the overlay light would break this, we're basically just sorta assuming that won't happen
// Would need to track time and sort of "replay" where we should be otherwise
if(decay_time >= 0.7 SECONDS) // duration of all animated spark's actual icon state animation
animate(main_light, alpha = 220, time = 0.4 SECONDS)
animate(alpha = 0, time = decay_time - 0.4 SECONDS, easing = CIRCULAR_EASING | EASE_IN)
else
animate(main_light, alpha = 0, time = decay_time)
/obj/effect/particle_effect/sparks/Destroy()
var/turf/location = loc
@@ -91,6 +122,20 @@
/datum/effect_system/basic/spark_spread
effect_type = /obj/effect/particle_effect/sparks
step_delay = 0.35 SECONDS // chosen so we will always take at least the duration of our animation to finish
/datum/effect_system/basic/spark_spread/generate_effect()
var/obj/effect/particle_effect/sparks/spark = ..()
spark.decay_in(last_loop_length)
/datum/effect_system/basic/spark_spread/get_step_count()
return rand(2, 3) // never 1 cause 1 looks dumb
/datum/effect_system/basic/spark_spread/move_failed(datum/move_loop/loop, obj/effect/failed)
if(QDELETED(failed))
return
var/obj/effect/particle_effect/sparks/spark = failed
spark.decay_in(0.1 SECONDS)
/datum/effect_system/basic/spark_spread/quantum
effect_type = /obj/effect/particle_effect/sparks/quantum
@@ -100,6 +145,8 @@
/obj/effect/particle_effect/sparks/electricity
name = "lightning"
icon_state = "electricity"
animated = FALSE
/datum/effect_system/basic/lightning_spread
delete_on_stop = TRUE
effect_type = /obj/effect/particle_effect/sparks/electricity
@@ -39,7 +39,7 @@
/// Starts the effect moving at a target with a delay in deciseconds, and a lifetime in moves
/// Returns the created loop
/obj/effect/particle_effect/water/extinguisher/proc/move_at(atom/target, delay, lifetime)
var/datum/move_loop/loop = GLOB.move_manager.move_towards_legacy(src, target, delay, timeout = delay * lifetime, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
var/datum/move_loop/loop = GLOB.move_manager.move_towards_legacy(src, target, delay, timeout = delay * lifetime, priority = MOVEMENT_ABOVE_SPACE_PRIORITY, flags = MOVEMENT_LOOP_START_FAST)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_forcemove))
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(movement_stopped))
return loop
@@ -88,4 +88,5 @@
QDEL_IN(src, 2 SECONDS)
/datum/effect_system/basic/steam_spread
delete_on_stop = TRUE
effect_type = /obj/effect/particle_effect/steam
+2
View File
@@ -1515,6 +1515,7 @@
if(!istype(loc, /turf))
return
source = loc
SEND_SIGNAL(src, COMSIG_ITEM_BEFORE_PICKUP_ANIMATION)
var/image/pickup_animation = image(icon = src)
SET_PLANE(pickup_animation, GAME_PLANE, source)
pickup_animation.transform.Scale(0.75)
@@ -1551,6 +1552,7 @@
if(!istype(moving_from))
return
SEND_SIGNAL(src, COMSIG_ITEM_BEFORE_DROP_ANIMATION)
var/turf/current_turf = get_turf(src)
var/direction = get_dir(moving_from, current_turf)
var/from_x = moving_from.base_pixel_x
@@ -465,9 +465,15 @@
/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 0.5,
/datum/material/plastic = SMALL_MATERIAL_AMOUNT * 0.5,
)
/// Lighting middleman, lets us do a flicker effect
var/datum/light_middleman/middleman
/obj/item/flashlight/flare/Initialize(mapload)
. = ..()
if(IS_OVERLAY_LIGHT_SYSTEM(light_system))
middleman = new(src, "flashlight")
RegisterSignal(middleman, COMSIG_LIGHT_MIDDLEMAN_UPDATED, PROC_REF(light_updated))
middleman.being_overriding_light()
if(randomize_fuel)
fuel = rand(10 MINUTES, 15 MINUTES)
if(light_on)
@@ -486,6 +492,8 @@
/obj/item/flashlight/flare/Destroy()
STOP_PROCESSING(SSobj, src)
if(middleman)
QDEL_NULL(middleman)
return ..()
/obj/item/flashlight/flare/afterattack(atom/target, mob/user, click_parameters)
@@ -519,6 +527,10 @@
damtype = initial(damtype)
update_brightness()
/obj/item/flashlight/flare/proc/light_updated(datum/source)
SIGNAL_HANDLER
fire_flicker_middleman(middleman)
/obj/item/flashlight/flare/extinguish()
. = ..()
if((fuel != INFINITY) && can_be_extinguished)
+15
View File
@@ -38,9 +38,15 @@
)
/// Whether the lighter starts with fuel
var/spawns_with_reagent = TRUE
/// Lighting middleman, lets us do a flicker effect
var/datum/light_middleman/middleman
/obj/item/lighter/Initialize(mapload)
. = ..()
if(IS_OVERLAY_LIGHT_SYSTEM(light_system))
middleman = new(src, "flashlight")
RegisterSignal(middleman, COMSIG_LIGHT_MIDDLEMAN_UPDATED, PROC_REF(light_updated))
middleman.being_overriding_light()
create_reagents(maximum_fuel, REFILLABLE | DRAINABLE)
if(spawns_with_reagent)
reagents.add_reagent(/datum/reagent/fuel, maximum_fuel)
@@ -54,6 +60,11 @@
)
update_appearance()
/obj/item/lighter/Destroy(force)
if(!isnull(middleman))
QDEL_NULL(middleman)
return ..()
/obj/item/lighter/grind_results()
return list(/datum/reagent/iron = 1, /datum/reagent/fuel = 5, /datum/reagent/fuel/oil = 5)
@@ -64,6 +75,10 @@
else
. += span_notice("It contains [get_fuel()] units of fuel out of [maximum_fuel].")
/obj/item/lighter/proc/light_updated(datum/source)
SIGNAL_HANDLER
fire_flicker_middleman(middleman)
/// Destroy the lighter when it's shot by a bullet
/obj/item/lighter/proc/on_intercepted_bullet(mob/living/victim, obj/projectile/bullet)
victim.visible_message(span_warning("\The [bullet] shatters on [victim]'s lighter!"))
@@ -48,6 +48,8 @@
var/activation_sound = 'sound/items/tools/welderactivate.ogg'
var/deactivation_sound = 'sound/items/tools/welderdeactivate.ogg'
/// Lighting middleman, lets us do a flicker effect
var/datum/light_middleman/middleman
/datum/armor/item_weldingtool
fire = 100
@@ -55,6 +57,10 @@
/obj/item/weldingtool/Initialize(mapload)
. = ..()
if(IS_OVERLAY_LIGHT_SYSTEM(light_system))
middleman = new(src, "flashlight")
RegisterSignal(middleman, COMSIG_LIGHT_MIDDLEMAN_UPDATED, PROC_REF(light_updated))
middleman.being_overriding_light()
AddElement(/datum/element/update_icon_updates_onmob)
AddElement(/datum/element/tool_flash, light_range)
AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
@@ -64,6 +70,10 @@
reagents.add_reagent(/datum/reagent/fuel, max_fuel)
update_appearance()
/obj/item/weldingtool/Destroy(force)
QDEL_NULL(middleman)
return ..()
/obj/item/weldingtool/update_icon_state()
if(welding)
inhand_icon_state = "[initial(inhand_icon_state)]1"
@@ -145,6 +155,10 @@
return try_heal_loop(interacting_with, user)
/obj/item/weldingtool/proc/light_updated(datum/source)
SIGNAL_HANDLER
fire_flicker_middleman(middleman)
/obj/item/weldingtool/proc/try_heal_loop(atom/interacting_with, mob/living/user, repeating = FALSE)
var/mob/living/carbon/human/attacked_humanoid = interacting_with
var/obj/item/bodypart/affecting = attacked_humanoid.get_bodypart(check_zone(user.zone_selected))
@@ -343,7 +343,7 @@
//Chair movement loop
/obj/item/extinguisher/proc/move_chair(obj/buckled_object, movementdirection)
var/datum/move_loop/loop = GLOB.move_manager.move(buckled_object, movementdirection, 1, timeout = 9, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
var/datum/move_loop/loop = GLOB.move_manager.move(buckled_object, movementdirection, 1, timeout = 9, flags = MOVEMENT_LOOP_START_INSTANT, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
//This means the chair slowing down is dependant on the extinguisher existing, which is weird
//Couldn't figure out a better way though
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(manage_chair_speed))
+20 -2
View File
@@ -3,7 +3,11 @@
desc = "You are dead. Insert quarter to continue."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
light_system = OVERLAY_LIGHT
light_color = LIGHT_COLOR_FIRE
light_power = 1.5
light_range = 2
light_on = FALSE
var/icon_state_active = "candle1_lit"
var/icon_state_inactive = "candle1"
@@ -23,11 +27,21 @@
// How long until we respawn them after their death.
var/respawn_time = 50
var/respawn_sound = 'sound/effects/magic/staff_animation.ogg'
/// Lighting middleman, lets us do a flicker effect
var/datum/light_middleman/middleman
/obj/structure/life_candle/Initialize(mapload)
. = ..()
if(IS_OVERLAY_LIGHT_SYSTEM(light_system))
middleman = new(src, "flashlight")
RegisterSignal(middleman, COMSIG_LIGHT_MIDDLEMAN_UPDATED, PROC_REF(light_updated))
middleman.being_overriding_light()
AddElement(/datum/element/movetype_handler)
/obj/structure/life_candle/Destroy(force)
QDEL_NULL(middleman)
return ..()
/obj/structure/life_candle/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
@@ -48,10 +62,10 @@
update_appearance()
if(linked_minds.len)
START_PROCESSING(SSobj, src)
set_light(lit_luminosity)
set_light_on(TRUE)
else
STOP_PROCESSING(SSobj, src)
set_light(0)
set_light_on(FALSE)
/obj/structure/life_candle/update_icon_state()
icon_state = linked_minds.len ? icon_state_active : icon_state_inactive
@@ -74,6 +88,10 @@
if(!mind.current || (mind.current && mind.current.stat == DEAD))
addtimer(CALLBACK(src, PROC_REF(respawn), mind), respawn_time, TIMER_UNIQUE)
/obj/structure/life_candle/proc/light_updated(datum/source)
SIGNAL_HANDLER
fire_flicker_middleman(middleman)
/obj/structure/life_candle/proc/respawn(datum/mind/mind)
var/turf/T = get_turf(src)
var/mob/living/body
+6
View File
@@ -276,6 +276,12 @@ GLOBAL_VAR(restart_counter)
world.log = file("[GLOB.log_directory]/dd.log") //not all runtimes trigger world/Error, so this is the only way to ensure we can see all of them.
#endif
/// The world.time we last ran maptick, used for stupid reasons
GLOBAL_VAR_INIT(last_maptick_time, 0)
/world/Tick()
// We need a hook for if maptick has happen yet
GLOB.last_maptick_time = world.time
/world/Topic(T, addr, master, key)
TGS_TOPIC //redirect to server tools if necessary
@@ -259,7 +259,7 @@
var/volume_sum = 0
var/static/process_id = 0
process_id = (process_id + 1) % (SHORT_REAL_LIMIT - 1)
process_id = WRAP_UID(process_id + 1)
for(var/datum/gas_mixture/gas_mixture as anything in gas_mixture_list)
// Ensure we never walk the same mix twice
+1 -1
View File
@@ -13,7 +13,7 @@ GLOBAL_VAR_INIT(library_table_modified, 0)
/// Increments every time WE update the library db table, causes all existing consoles to repull when they next check
/proc/library_updated()
GLOB.library_table_modified = (GLOB.library_table_modified + 1) % (SHORT_REAL_LIMIT - 1)
GLOB.library_table_modified = WRAP_UID(GLOB.library_table_modified + 1)
/*
* Library Public Computer
+160
View File
@@ -0,0 +1,160 @@
/// Allows us to intercept overlay lighting's well, light overlays
/// Normally these are static, but by giving them a render source and copying their base appearance
/// Animating this datum's child objects allows us to do SO much fun stuff
/datum/light_middleman
/// Owning parent we're interceeding for
/// Could in theory be a turf but lies to areas means we have to pick something to type it as
var/atom/movable/parent
/// The holder we are currently displaying our light on
var/atom/movable/light_holder
/// Holds the primary light source
var/obj/effect/abstract/light_middleman/primary_intercept
/// Exists to hold the cone so children can modify it if they want
var/obj/effect/abstract/light_middleman/cone_intercept
/// Are we overriding the light already?
var/overriding = FALSE
/// Weakref to the object we are displaying our effects on
var/datum/weakref/holder_ref
/datum/light_middleman/New(atom/parent, unique_string)
. = ..()
if(!IS_OVERLAY_LIGHT_SYSTEM(parent.light_system))
stack_trace("Attempted to create a light middleman with a parent [parent.type] that does not use overlay lighting! This will not work.")
if(isturf(parent))
stack_trace("Warning, becuase overlay lights are basically never used on turfs, since they don't move,\
vis contents replacement has not yet been implemented for them (see changeturf for why this is needed)!")
src.parent = parent
primary_intercept = new()
cone_intercept = new()
var/static/uuid = 0
uuid = WRAP_UID(uuid + 1)
primary_intercept.render_target = "*[unique_string]_[uuid]_target"
cone_intercept.render_target = "[primary_intercept.render_target]_cone" // made to mirror how overlay lights work
/datum/light_middleman/Destroy(force)
stop_overriding_light()
QDEL_NULL(primary_intercept)
QDEL_NULL(cone_intercept)
parent = null
light_holder = null
return ..()
/datum/light_middleman/proc/being_overriding_light(unique_string)
if(overriding)
return
overriding = TRUE
// We register here because our later set render source will always trigger a refresh and thus let us capture appearances properly
// Assuming there's an overlay light on the other side
RegisterSignal(parent, COMSIG_ATOM_OVERLAY_LIGHT_APPLIED, PROC_REF(light_applied))
RegisterSignal(parent, COMSIG_ATOM_OVERLAY_LIGHT_REMOVED, PROC_REF(light_removed))
parent.set_light_render_source(primary_intercept.render_target)
/datum/light_middleman/proc/stop_overriding_light()
if(!overriding)
return
overriding = FALSE
UnregisterSignal(parent, COMSIG_ATOM_OVERLAY_LIGHT_APPLIED)
UnregisterSignal(parent, COMSIG_ATOM_OVERLAY_LIGHT_REMOVED)
var/atom/movable/old_holder = holder_ref?.resolve()
if(old_holder)
old_holder.vis_contents -= primary_intercept
old_holder.vis_contents -= cone_intercept
holder_ref = null
parent.set_light_render_source("")
/datum/light_middleman/proc/light_applied(datum/source, image/visible_mask, image/cone, atom/movable/light_holder)
SIGNAL_HANDLER
var/atom/movable/old_holder = holder_ref?.resolve()
// If we were somewhere before, clean us out
if(old_holder)
old_holder.vis_contents -= primary_intercept
old_holder.vis_contents -= cone_intercept
holder_ref = null
// how we make sure we're in the client's view
light_holder.vis_contents += primary_intercept
// Avoids unneeded effects clientside
if(IS_OVERLAY_CONE_LIGHT_SYSTEM(parent.light_system))
light_holder.vis_contents += cone_intercept
old_holder = WEAKREF(light_holder)
var/old_target = primary_intercept.render_target
var/old_cone_target = cone_intercept.render_target
// This will halt any animations we have ongoing so if you care about that you've gotta react to it properly
primary_intercept.appearance = visible_mask
cone_intercept.appearance = cone
// set ourselves up to render back onto the visible mask
primary_intercept.render_source = ""
primary_intercept.render_target = old_target
cone_intercept.render_source = ""
cone_intercept.render_target = old_cone_target
// Dir is important I'm told
primary_intercept.vis_flags |= VIS_INHERIT_DIR
cone_intercept.vis_flags |= VIS_INHERIT_DIR
// Will double apply, here we go gang
primary_intercept.transform = null
cone_intercept.transform = null
primary_intercept.color = null
cone_intercept.color = null
primary_intercept.alpha = 255
cone_intercept.alpha = 255
// Sometimes can be BLEND_SUBTRACT, we don't want that
primary_intercept.blend_mode = BLEND_ADD
cone_intercept.blend_mode = BLEND_ADD
/// Allows users to hook into a refresh so they can remake their modifications to our intercepts
SEND_SIGNAL(src, COMSIG_LIGHT_MIDDLEMAN_UPDATED)
/datum/light_middleman/proc/light_removed(datum/source, atom/movable/light_holder)
SIGNAL_HANDLER
light_holder.vis_contents -= primary_intercept
light_holder.vis_contents -= cone_intercept
holder_ref = null
/// Just... cause it's better then not having a bespoke type
/obj/effect/abstract/light_middleman
// Procs for reuse on multiple types
/proc/fire_flicker_middleman(datum/light_middleman/middleman)
var/obj/effect/abstract/main_light = middleman.primary_intercept
// Just in case a subtype is wildin
var/obj/effect/abstract/cone_light = middleman.cone_intercept
/// Applies a nice random flicker to flares and their subtypes which will I hope sell the fire effect better
var/list/random_times = list()
for(var/i in 1 to 17)
// Makes a nice upside down U distribution
var/random_down = LERP(-0.075 SECONDS, 0.075 SECONDS, ANCHORED_INVERSE_CAUCHY(0.55))
var/random_bottom = LERP(-0.05 SECONDS, 0.05 SECONDS, ANCHORED_INVERSE_CAUCHY(0.55))
var/random_up = LERP(-0.075 SECONDS, 0.075 SECONDS, ANCHORED_INVERSE_CAUCHY(0.55))
// We want a potentially quite long "top end" so the flicker can be an actual flicker instead of a heartbeat (that's the goal at least)
var/random_top = LERP(-0.225 SECONDS, 0.225 SECONDS, ANCHORED_INVERSE_CAUCHY(0.55))
random_times += list(list(
0.125 SECONDS + random_down,
0 SECONDS + random_bottom,
0.125 SECONDS + random_up,
0.275 SECONDS + random_top,
))
// Going to loop our alpha high and low semi quickly to mimik a flickering fire/flare
var/list/first_time = random_times[1]
animate(main_light, alpha = 235, time = first_time[1], easing = CUBIC_EASING|EASE_OUT, loop = -1)
animate(alpha = 235, time = first_time[2])
animate(alpha = 255, time = first_time[3], easing = CUBIC_EASING|EASE_OUT)
animate(alpha = 255, time = first_time[4])
for(var/list/time in random_times - first_time)
animate(alpha = 235, time = time[1], easing = CUBIC_EASING|EASE_OUT)
animate(alpha = 235, time = first_time[2])
animate(alpha = 255, time = first_time[3], easing = CUBIC_EASING|EASE_OUT)
animate(alpha = 255, time = first_time[4])
// I'd really love to do both these in the same loop but parallel animations are the devil from the bible
// I don't think any of these are directional but just in case
animate(cone_light, alpha = 235, time = first_time[1], easing = CUBIC_EASING|EASE_OUT, loop = -1)
animate(alpha = 235, time = first_time[2])
animate(alpha = 255, time = first_time[3], easing = CUBIC_EASING|EASE_OUT)
animate(alpha = 255, time = first_time[4])
for(var/list/time in random_times - first_time)
animate(alpha = 235, time = time[1], easing = CUBIC_EASING|EASE_OUT)
animate(alpha = 235, time = first_time[2])
animate(alpha = 255, time = first_time[3], easing = CUBIC_EASING|EASE_OUT)
animate(alpha = 255, time = first_time[4])
+37 -21
View File
@@ -139,6 +139,43 @@
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_COLOR, .)
return .
/// Setter for whether or not this atom's light is on.
/atom/proc/set_light_on(new_value)
if(new_value == light_on || light_flags & LIGHT_FROZEN)
return
if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_ON, new_value) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
. = light_on
light_on = new_value
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_ON, .)
return .
/// Setter for the light flags of this atom.
/atom/proc/set_light_flags(new_value)
if(new_value == light_flags || (light_flags & LIGHT_FROZEN && new_value & LIGHT_FROZEN))
return
if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_FLAGS, new_value) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
. = light_flags
light_flags = new_value
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_FLAGS, .)
return .
// procs that only apply to OVERLAY_LIGHT
/// Setter for an optional render_source to apply to this atom's light overlay
/atom/proc/set_light_render_source(new_source)
if(new_source == light_flags || light_flags & LIGHT_FROZEN)
return
if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_RENDER_SOURCE, new_source) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
. = light_render_source
light_render_source = new_source
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_RENDER_SOURCE, .)
return .
// procs that only apply to COMPLEX_LIGHT
/// Setter for the light angle of this atom
/atom/proc/set_light_angle(new_value)
if(new_value == light_angle || light_flags & LIGHT_FROZEN)
@@ -162,17 +199,6 @@
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_DIR, .)
return .
/// Setter for whether or not this atom's light is on.
/atom/proc/set_light_on(new_value)
if(new_value == light_on || light_flags & LIGHT_FROZEN)
return
if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_ON, new_value) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
. = light_on
light_on = new_value
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_ON, .)
return .
/// Setter for the height of our light
/atom/proc/set_light_height(new_value)
if(new_value == light_height || light_flags & LIGHT_FROZEN)
@@ -184,16 +210,6 @@
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_HEIGHT, .)
return .
/// Setter for the light flags of this atom.
/atom/proc/set_light_flags(new_value)
if(new_value == light_flags || (light_flags & LIGHT_FROZEN && new_value & LIGHT_FROZEN))
return
if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_FLAGS, new_value) & COMPONENT_BLOCK_LIGHT_UPDATE)
return
. = light_flags
light_flags = new_value
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_FLAGS, .)
return .
/atom/proc/get_light_offset()
return list(0, 0)
+1 -1
View File
@@ -411,7 +411,7 @@
return
setDir(movedir)
var/datum/move_loop/loop = GLOB.move_manager.move(src, dir, delay = calculate_delay(), subsystem = SSconveyors, flags = MOVEMENT_LOOP_START_FAST|MOVEMENT_LOOP_IGNORE_PRIORITY)
var/datum/move_loop/loop = GLOB.move_manager.move(src, dir, delay = calculate_delay(), subsystem = SSconveyors, flags = MOVEMENT_LOOP_START_INSTANT|MOVEMENT_LOOP_IGNORE_PRIORITY)
RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, PROC_REF(check_rail))
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(decay_momentum))
@@ -127,7 +127,7 @@
/obj/item/mecha_parts/mecha_equipment/gravcatapult/proc/do_scatter(atom/movable/scatter, atom/movable/target)
var/dist = 5 - get_dist(scatter, target)
var/delay = 2
GLOB.move_manager.move_away(scatter, target, delay = delay, timeout = delay * dist, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
GLOB.move_manager.move_away(scatter, target, delay = delay, timeout = delay * dist, flags = MOVEMENT_LOOP_START_INSTANT, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
/obj/item/mecha_parts/mecha_equipment/gravcatapult/get_snowflake_data()
return list(
+2
View File
@@ -352,6 +352,7 @@
#include "code\__DEFINES\dcs\signals\signals_leash.dm"
#include "code\__DEFINES\dcs\signals\signals_lift.dm"
#include "code\__DEFINES\dcs\signals\signals_light_eater.dm"
#include "code\__DEFINES\dcs\signals\signals_light_intercept.dm"
#include "code\__DEFINES\dcs\signals\signals_lockable_storage.dm"
#include "code\__DEFINES\dcs\signals\signals_market.dm"
#include "code\__DEFINES\dcs\signals\signals_material_container.dm"
@@ -4826,6 +4827,7 @@
#include "code\modules\library\skill_learning\job_skillchips\research_director.dm"
#include "code\modules\library\skill_learning\job_skillchips\roboticist.dm"
#include "code\modules\library\skill_learning\job_skillchips\station_engineer.dm"
#include "code\modules\lighting\light_middleman.dm"
#include "code\modules\lighting\lighting_area.dm"
#include "code\modules\lighting\lighting_atom.dm"
#include "code\modules\lighting\lighting_corner.dm"