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Adds lighting height control (space color consistency) (#79046)
## About The Pull Request Adds support for modifying a light's "height" You can think of this as the distance it is from the ground below it (Really it's the distance to the corners around it + 0.5 but yaknow) We use it to keep wall lights from looking weird, but well, not everything is a wall light Floors tend to not be, and space in particular does not want to be treated as such. In fact, it wants a NEGATIVE height, so it acts as if it in on top of all of its corners. This allows us to ensure that the starlight from space and the starlight from starlight overlays always have the same intensity and color, preventing weird lines from where the two intersect, or starlight feeling not very present in cases with only one turf I've also bumped starlight's intensity form 0.75 to 1, this should help with the lines thing discussed above. ## Why It's Good For The Game  ## Changelog 🆑 add: Starlight should be a bit more intense, and flow better onto non space tiles /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com>
This commit is contained in:
co-authored by
Zephyr
san7890
parent
c276d0e3c8
commit
a823708054
@@ -1,6 +1,6 @@
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// The proc you should always use to set the light of this atom.
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/atom/proc/set_light(l_range, l_power, l_color = NONSENSICAL_VALUE, l_angle, l_dir, l_on)
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/atom/proc/set_light(l_range, l_power, l_color = NONSENSICAL_VALUE, l_angle, l_dir, l_height, l_on)
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// We null everything but l_dir, because we don't want to allow for modifications while frozen
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if(light_flags & LIGHT_FROZEN)
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l_range = null
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@@ -8,6 +8,7 @@
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l_color = null
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l_on = null
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l_angle = null
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l_height = null
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if(l_range > 0 && l_range < MINIMUM_USEFUL_LIGHT_RANGE)
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l_range = MINIMUM_USEFUL_LIGHT_RANGE //Brings the range up to 1.4, which is just barely brighter than the soft lighting that surrounds players.
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@@ -33,6 +34,9 @@
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if(!isnull(l_on))
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set_light_on(l_on)
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if(!isnull(l_height))
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set_light_height(l_height)
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update_light()
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/// Will update the light (duh).
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@@ -167,6 +171,17 @@
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SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_ON, .)
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return .
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/// Setter for the height of our light
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/atom/proc/set_light_height(new_value)
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if(new_value == light_height || light_flags & LIGHT_FROZEN)
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return
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if(SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_HEIGHT, new_value) & COMPONENT_BLOCK_LIGHT_UPDATE)
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return
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. = light_height
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light_height = new_value
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SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_LIGHT_HEIGHT, .)
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return .
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/// Setter for the light flags of this atom.
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/atom/proc/set_light_flags(new_value)
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if(new_value == light_flags || (light_flags & LIGHT_FROZEN && new_value & LIGHT_FROZEN))
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@@ -23,6 +23,8 @@
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var/light_range
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/// The colour of the light, string, decomposed by parse_light_color()
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var/light_color
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/// The height of the light. The larger this is, the dimmer we'll start
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var/light_height
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// Variables for keeping track of the colour.
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var/lum_r
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@@ -217,20 +219,20 @@
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/datum/light_source/proc/get_sheet(multiz = FALSE)
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var/list/static/key_to_sheet = list()
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var/range = max(1, light_range);
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var/key = "[range]-[visual_offset]-[offset_x]-[offset_y]-[light_dir]-[light_angle]-[multiz]"
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var/key = "[range]-[visual_offset]-[offset_x]-[offset_y]-[light_dir]-[light_angle]-[light_height]-[multiz]"
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var/list/hand_back = key_to_sheet[key]
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if(!hand_back)
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if(multiz)
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hand_back = generate_sheet_multiz(range, visual_offset, offset_x, offset_y, light_dir, light_angle)
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hand_back = generate_sheet_multiz(range, visual_offset, offset_x, offset_y, light_dir, light_angle, light_height)
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else
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hand_back = generate_sheet(range, visual_offset, offset_x, offset_y, light_dir, light_angle)
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hand_back = generate_sheet(range, visual_offset, offset_x, offset_y, light_dir, light_angle, light_height)
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key_to_sheet[key] = hand_back
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return hand_back
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/// Returns a list of lists that encodes the light falloff of our source
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/// Takes anything that impacts our generation as input
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/// This function should be "pure", no side effects or reads from the source object
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/datum/light_source/proc/generate_sheet(range, visual_offset, x_offset, y_offset, center_dir, angle, z_level = 0)
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/datum/light_source/proc/generate_sheet(range, visual_offset, x_offset, y_offset, center_dir, angle, height, z_level = 0)
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var/list/encode = list()
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// How far away the turfs we get are, and how many there are are often not the same calculation
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// So we need to include the visual offset, so we can ensure our sheet is large enough to accept all the distance differences
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@@ -241,30 +243,30 @@
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for(var/x in (-(bound_range) + x_offset - 0.5) to (bound_range + x_offset + 0.5))
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var/list/row = list()
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for(var/y in (-(bound_range) + y_offset - 0.5) to (bound_range + y_offset + 0.5))
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row += falloff_at_coord(x, y, z_level, range, center_dir, light_angle)
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row += falloff_at_coord(x, y, z_level, range, center_dir, angle, height)
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encode += list(row)
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return encode
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/// Returns a THREE dimensional list of lists that encodes the lighting falloff of our source
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/// Takes anything that impacts our generation as input
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/// This function should be "pure", no side effects or reads from the passed object
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/datum/light_source/proc/generate_sheet_multiz(range, visual_offset, x_offset, y_offset, center_dir, angle)
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/datum/light_source/proc/generate_sheet_multiz(range, visual_offset, x_offset, y_offset, center_dir, angle, height)
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var/list/encode = list()
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var/z_range = SSmapping.max_plane_offset // Let's just be safe yeah?
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for(var/z in -z_range to z_range)
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var/list/sheet = generate_sheet(range, visual_offset, x_offset, y_offset, center_dir, angle, z)
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var/list/sheet = generate_sheet(range, visual_offset, x_offset, y_offset, center_dir, angle, height, z)
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encode += list(sheet)
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return encode
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/// Takes x y and z offsets from the source as input, alongside our source's range
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/// Returns a value between 0 and 1, 0 being dark on that tile, 1 being fully lit
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/datum/light_source/proc/falloff_at_coord(x, y, z, range, center_dir, angle)
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/datum/light_source/proc/falloff_at_coord(x, y, z, range, center_dir, angle, height)
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var/range_divisor = max(1, range)
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// You may notice we use squares here even though there are three components
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// Because z diffs are so functionally small, cubes and cube roots are too aggressive
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// The larger the distance is, the less bright our light will be
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var/multiplier = 1 - CLAMP01(sqrt(x ** 2 + y ** 2 + z ** 2 + LIGHTING_HEIGHT) / range_divisor)
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var/multiplier = 1 - CLAMP01(sqrt(x ** 2 + y ** 2 + z ** 2 + height) / range_divisor)
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if(angle >= 360 || angle <= 0)
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return multiplier
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@@ -429,6 +431,10 @@
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light_angle = source_atom.light_angle
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update = TRUE
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if(source_atom.light_height != light_height)
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light_height = source_atom.light_height
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update = TRUE
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var/list/visual_offsets = calculate_light_offset(visual_source)
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if(visual_offsets[1] != offset_x || visual_offsets[2] != offset_y || source_turf != old_source_turf)
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offset_x = visual_offsets[1]
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