Merge branch 'master' of https://github.com/tgstation/-tg-station into revert_revert_revert_come_on_revert_please_rever_please_shit_REVERT_JESUS_TAPDANCING_CHRIST_REVERT_YOU_FUCKING_PIECE_OF_GODDAMN_PISS

Conflicts:
	code/_onclick/hud/plane_master.dm
	code/modules/lighting/lighting_object.dm
This commit is contained in:
MrPerson
2017-03-15 18:53:09 -07:00
233 changed files with 15120 additions and 10635 deletions
+1 -1
View File
@@ -15,7 +15,7 @@
else
for (var/turf/T in area_contents(src))
if (T.lighting_overlay)
if (T.lighting_object)
T.lighting_clear_overlay()
return TRUE
+4 -4
View File
@@ -87,24 +87,24 @@
/atom/movable/Moved(atom/OldLoc, Dir)
. = ..()
for (var/datum/light_source/L in light_sources) // Cycle through the light sources on this atom and tell them to update.
var/datum/light_source/L
var/thing
for (thing in light_sources) // Cycle through the light sources on this atom and tell them to update.
L = thing
L.source_atom.update_light()
/atom/vv_edit_var(var_name, var_value)
switch (var_name)
if ("light_range")
set_light(l_range=var_value)
var_edited = TRUE
return
if ("light_power")
set_light(l_power=var_value)
var_edited = TRUE
return
if ("light_color")
set_light(l_color=var_value)
var_edited = TRUE
return
return ..()
+35 -36
View File
@@ -1,5 +1,6 @@
/var/list/datum/lighting_corner/all_lighting_corners = list()
// Because we can control each corner of every lighting overlay.
/var/datum/lighting_corner/dummy/dummy_lighting_corner = new
// Because we can control each corner of every lighting object.
// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
@@ -7,8 +8,8 @@
/var/list/LIGHTING_CORNER_DIAGONAL = list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST)
/datum/lighting_corner
var/list/turf/masters
var/list/datum/light_source/affecting// Light sources affecting us.
var/list/turf/masters = list()
var/list/datum/light_source/affecting = list() // Light sources affecting us.
var/active = FALSE // TRUE if one of our masters has dynamic lighting.
var/x = 0
@@ -29,8 +30,8 @@
var/update_gen = 0
/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
masters = list()
affecting = list()
. = ..()
all_lighting_corners += src
masters[new_turf] = turn(diagonal, 180)
@@ -50,49 +51,44 @@
// Diagonal one is easy.
T = get_step(new_turf, diagonal)
var/corners
if (T) // In case we're on the map's border.
corners = T.corners
if (!corners)
corners = list(null, null, null, null)
T.corners = corners
if (T) // In case we're on the map's border.
if (!T.corners)
T.corners = list(null, null, null, null)
masters[T] = diagonal
i = LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180))
corners[i] = src
T.corners[i] = src
// Now the horizontal one.
T = get_step(new_turf, horizontal)
if (T) // Ditto.
corners = T.corners
if (!T.corners)
corners = list(null, null, null, null)
T.corners = corners
T.corners = list(null, null, null, null)
masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
corners[i] = src
T.corners[i] = src
// And finally the vertical one.
T = get_step(new_turf, vertical)
if (T)
corners = T.corners
if (!T.corners)
corners = list(null, null, null, null)
T.corners = corners
T.corners = list(null, null, null, null)
masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
corners[i] = src
T.corners[i] = src
update_active()
/datum/lighting_corner/proc/update_active()
active = FALSE
for (var/turf/T in masters)
if (T.lighting_overlay)
var/turf/T
var/thing
for (thing in masters)
T = thing
if (T.lighting_object)
active = TRUE
break
// God that was a mess, now to do the rest of the corner code! Hooray!
/datum/lighting_corner/proc/update_lumcount(var/delta_r, var/delta_g, var/delta_b)
@@ -104,8 +100,8 @@
needs_update = TRUE
lighting_update_corners += src
/datum/lighting_corner/proc/update_overlays()
// Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually.
/datum/lighting_corner/proc/update_objects()
// Cache these values a head of time so 4 individual lighting objects don't all calculate them individually.
var/mx = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1.
. = 1 // factor
if (mx > 1)
@@ -115,22 +111,22 @@
else if (mx < LIGHTING_SOFT_THRESHOLD)
. = 0 // 0 means soft lighting.
cache_r = lum_r * . + (rand(1,999)/100000) || LIGHTING_SOFT_THRESHOLD
cache_g = lum_g * . + (rand(1,999)/100000) || LIGHTING_SOFT_THRESHOLD
cache_b = lum_b * . + (rand(1,999)/100000) || LIGHTING_SOFT_THRESHOLD
cache_r = lum_r * . || LIGHTING_SOFT_THRESHOLD
cache_g = lum_g * . || LIGHTING_SOFT_THRESHOLD
cache_b = lum_b * . || LIGHTING_SOFT_THRESHOLD
#else
cache_r = lum_r * . + (rand(1,999)/100000)
cache_g = lum_g * . + (rand(1,999)/100000)
cache_b = lum_b * . + (rand(1,999)/100000)
cache_r = lum_r * .
cache_g = lum_g * .
cache_b = lum_b * .
#endif
cache_mx = mx
for (var/TT in masters)
var/turf/T = TT
var/atom/movable/lighting_overlay/lo = T.lighting_overlay
if (lo && !lo.needs_update)
lo.needs_update = TRUE
lighting_update_overlays += lo
if (T.lighting_object)
if (!T.lighting_object.needs_update)
T.lighting_object.needs_update = TRUE
lighting_update_objects += T.lighting_object
/datum/lighting_corner/dummy/New()
@@ -138,6 +134,9 @@
/datum/lighting_corner/Destroy(var/force)
stack_trace("Ok, Look, TG, I need you to find whatever fucker decided to call qdel on a fucking lighting overlay, then tell him very nicely and politely that he is 100% retarded and needs his head checked. Thanks. Send them my regards by the way.")
if (!force)
return QDEL_HINT_LETMELIVE
stack_trace("Ok, Look, TG, I need you to find whatever fucker decided to call qdel on a fucking lighting corner, then tell him very nicely and politely that he is 100% retarded and needs his head checked. Thanks. Send them my regards by the way.")
// Yeah fuck you anyways.
return QDEL_HINT_LETMELIVE
@@ -1,6 +1,6 @@
/var/list/all_lighting_overlays = list() // Global list of lighting overlays.
/var/list/all_lighting_objects = list() // Global list of lighting objects.
/atom/movable/lighting_overlay
/atom/movable/lighting_object
name = ""
anchored = TRUE
@@ -16,13 +16,13 @@
var/needs_update = FALSE
/atom/movable/lighting_overlay/Initialize(mapload, var/no_update = FALSE)
/atom/movable/lighting_object/Initialize(mapload, var/no_update = FALSE)
. = ..()
verbs.Cut()
global.all_lighting_overlays += src
global.all_lighting_objects += src
var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
T.lighting_overlay = src
T.lighting_object = src
T.luminosity = 0
for(var/turf/open/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm
@@ -31,30 +31,30 @@
if (no_update)
return
update_overlay()
update()
/atom/movable/lighting_overlay/Destroy(var/force)
/atom/movable/lighting_object/Destroy(var/force)
if (force)
global.all_lighting_overlays -= src
global.lighting_update_overlays -= src
global.all_lighting_objects -= src
global.lighting_update_objects -= src
var/turf/T = loc
if (istype(T))
T.lighting_overlay = null
T.lighting_object = null
T.luminosity = 1
return ..()
else
return QDEL_HINT_LETMELIVE
/atom/movable/lighting_overlay/proc/update_overlay()
/atom/movable/lighting_object/proc/update()
var/turf/T = loc
if (!istype(T)) // Erm...
if (loc)
WARNING("A lighting overlay realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update_overlay()!")
warning("A lighting object realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update()!")
else
WARNING("A lighting overlay realised it was in nullspace in update_overlay()!")
warning("A lighting object realised it was in nullspace in update()!")
qdel(src, TRUE)
return
@@ -68,13 +68,10 @@
// Including with these comments.
// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
// No I seriously cannot think of a more efficient method, fuck off Comic.
var/list/corners = T.corners
var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
var/datum/lighting_corner/cr = corners[3] || dummy_lighting_corner
var/datum/lighting_corner/cg = corners[2] || dummy_lighting_corner
var/datum/lighting_corner/cb = corners[4] || dummy_lighting_corner
var/datum/lighting_corner/ca = corners[1] || dummy_lighting_corner
var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner
var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner
var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner
var/datum/lighting_corner/ca = T.corners[1] || dummy_lighting_corner
var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
@@ -95,23 +92,23 @@
// Variety of overrides so the overlays don't get affected by weird things.
/atom/movable/lighting_overlay/ex_act(severity)
/atom/movable/lighting_object/ex_act(severity)
return 0
/atom/movable/lighting_overlay/singularity_act()
/atom/movable/lighting_object/singularity_act()
return
/atom/movable/lighting_overlay/singularity_pull()
/atom/movable/lighting_object/singularity_pull()
return
/atom/movable/lighting_overlay/blob_act()
/atom/movable/lighting_object/blob_act()
return
// Nope nope nope!
/atom/movable/lighting_overlay/onShuttleMove(turf/T1, rotation)
/atom/movable/lighting_object/onShuttleMove(turf/T1, rotation)
return FALSE
// Override here to prevent things accidentally moving around overlays.
/atom/movable/lighting_overlay/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE)
/atom/movable/lighting_object/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE)
if(harderforce)
. = ..()
+8 -6
View File
@@ -1,11 +1,13 @@
/proc/create_all_lighting_overlays()
/proc/create_all_lighting_objects()
for (var/zlevel = 1 to world.maxz)
create_lighting_overlays_zlevel(zlevel)
create_lighting_objects_zlevel(zlevel)
/proc/create_lighting_overlays_zlevel(var/zlevel)
/proc/create_lighting_objects_zlevel(zlevel)
ASSERT(zlevel)
for (var/turf/T in block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel)))
var/turf/T
var/thing
for (thing in block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel)))
T = thing
if (!IS_DYNAMIC_LIGHTING(T))
continue
@@ -13,5 +15,5 @@
if (!IS_DYNAMIC_LIGHTING(A))
continue
new/atom/movable/lighting_overlay(T, TRUE)
new/atom/movable/lighting_object(T, TRUE)
CHECK_TICK
+52 -34
View File
@@ -6,6 +6,7 @@
var/atom/source_atom // The atom that we belong to.
var/turf/source_turf // The turf under the above.
var/turf/pixel_turf // The turf the top_atom appears to over.
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()
@@ -44,6 +45,8 @@
top_atom.light_sources += src
source_turf = top_atom
pixel_turf = get_turf_pixel(top_atom) || source_turf
light_power = source_atom.light_power
light_range = source_atom.light_range
light_color = source_atom.light_color
@@ -121,10 +124,17 @@
if (isturf(top_atom))
if (source_turf != top_atom)
source_turf = top_atom
pixel_turf = source_turf
. = 1
else if (top_atom.loc != source_turf)
source_turf = top_atom.loc
pixel_turf = get_turf_pixel(top_atom)
. = 1
else
var/P = get_turf_pixel(top_atom)
if (P != pixel_turf)
. = 1
pixel_turf = get_turf_pixel(top_atom)
if (source_atom.light_power != light_power)
light_power = source_atom.light_power
@@ -158,9 +168,9 @@
// 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 LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
#define APPLY_CORNER(C) \
. = LUM_FALLOFF(C, source_turf); \
. = LUM_FALLOFF(C, pixel_turf); \
\
. *= light_power; \
\
@@ -184,7 +194,7 @@
);
// 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/static/update_gen = 1
@@ -194,17 +204,19 @@
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
var/thing
var/datum/lighting_corner/C
FOR_DVIEW(var/turf/T, light_range+1, source_turf, INVISIBILITY_LIGHTING)
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
for (var/datum/lighting_corner/C in T.get_corners())
for (thing in T.get_corners())
C = thing
if (C.update_gen == update_gen)
continue
C.update_gen = update_gen
C.affecting += src
LAZYADD(C.affecting,src)
if (!C.active)
effect_str[C] = 0
@@ -212,29 +224,26 @@
APPLY_CORNER(C)
if (!T.affecting_lights)
T.affecting_lights = list()
T.affecting_lights += src
LAZYADD(T.affecting_lights, src)
affecting_turfs += T
update_gen++
/datum/light_source/proc/remove_lum()
applied = FALSE
for (var/turf/T in affecting_turfs)
if (!T.affecting_lights)
T.affecting_lights = list()
else
T.affecting_lights -= src
var/thing
for (thing in affecting_turfs)
var/turf/T = thing
LAZYREMOVE(T.affecting_lights, src)
affecting_turfs.Cut()
for (var/datum/lighting_corner/C in effect_str)
var/datum/lighting_corner/C
for (thing in effect_str)
C = thing
REMOVE_CORNER(C)
C.affecting -= src
LAZYREMOVE(C.affecting, src)
effect_str.Cut()
@@ -247,39 +256,48 @@
/datum/light_source/proc/smart_vis_update()
var/list/datum/lighting_corner/corners = list()
var/list/turf/turfs = list()
FOR_DVIEW(var/turf/T, light_range, source_turf, 0)
var/thing
var/datum/lighting_corner/C
var/turf/T
FOR_DVIEW(T, light_range+1, source_turf, 0)
if (!T.lighting_corners_initialised)
T.generate_missing_corners()
corners |= T.get_corners()
turfs += T
for (thing in T.get_corners(source_turf))
C = thing
corners[C] = 0
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
for (thing in L)
T = thing
LAZYADD(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 (thing in L)
T = thing
LAZYREMOVE(T.affecting_lights, src)
for (var/datum/lighting_corner/C in corners - effect_str) // New corners
C.affecting += src
for (thing in corners - effect_str) // New corners
C = thing
LAZYADD(C.affecting, src)
if (!C.active)
effect_str[C] = 0
continue
APPLY_CORNER(C)
for (var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners.
for (thing in effect_str - corners) // Old, now gone, corners.
C = thing
REMOVE_CORNER(C)
C.affecting -= src
LAZYREMOVE(C.affecting, src)
effect_str -= C
#undef effect_update
#undef EFFECT_UPDATE
#undef LUM_FALLOFF
#undef REMOVE_CORNER
#undef APPLY_CORNER
+49 -36
View File
@@ -5,49 +5,63 @@
var/tmp/lighting_corners_initialised = FALSE
var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf.
var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay.
var/tmp/atom/movable/lighting_object/lighting_object // Our lighting object.
var/tmp/list/datum/lighting_corner/corners
var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile.
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
/turf/proc/reconsider_lights()
for (var/datum/light_source/L in affecting_lights)
var/datum/light_source/L
var/thing
for (thing in affecting_lights)
L = thing
L.vis_update()
/turf/proc/lighting_clear_overlay()
var/lo = lighting_overlay
if (lo)
qdel(lo, TRUE)
if (lighting_object)
qdel(lighting_object, TRUE)
for (var/datum/lighting_corner/C in corners)
var/datum/lighting_corner/C
var/thing
for (thing in corners)
C = thing
C.update_active()
// Builds a lighting overlay for us, but only if our area is dynamic.
// Builds a lighting object for us, but only if our area is dynamic.
/turf/proc/lighting_build_overlay()
if (lighting_overlay)
if (lighting_object)
return
var/area/A = loc
if (IS_DYNAMIC_LIGHTING(A))
if (!lighting_corners_initialised)
generate_missing_corners()
if (!IS_DYNAMIC_LIGHTING(A))
return
new/atom/movable/lighting_overlay(src)
if (!lighting_corners_initialised)
generate_missing_corners()
for (var/datum/lighting_corner/C in corners)
if (!C.active) // We would activate the corner, calculate the lighting for it.
for (var/datum/light_source/S in C.affecting)
S.recalc_corner(C)
new/atom/movable/lighting_object(src)
C.active = TRUE
var/thing
var/datum/lighting_corner/C
var/datum/light_source/S
for (thing in corners)
C = thing
if (!C.active) // We would activate the corner, calculate the lighting for it.
for (thing in C.affecting)
S = thing
S.recalc_corner(C)
C.active = TRUE
// Used to get a scaled lumcount.
/turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1)
if (!lighting_overlay)
if (!lighting_object)
return 1
var/totallums = 0
for (var/datum/lighting_corner/L in corners)
var/thing
var/datum/lighting_corner/L
for (thing in corners)
L = thing
totallums += L.lum_r + L.lum_b + L.lum_g
totallums /= 12 // 4 corners, each with 3 channels, get the average.
@@ -61,17 +75,19 @@
// itself as too dark to allow sight and see_in_dark becomes useful.
// So basically if this returns true the tile is unlit black.
/turf/proc/is_softly_lit()
if (!lighting_overlay)
if (!lighting_object)
return FALSE
return !lighting_overlay.luminosity
return !lighting_object.luminosity
// Can't think of a good name, this proc will recalculate the has_opaque_atom variable.
/turf/proc/recalc_atom_opacity()
has_opaque_atom = FALSE
for (var/atom/A in src.contents + src) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
if (A.opacity)
has_opaque_atom = TRUE
has_opaque_atom = opacity
if (!has_opaque_atom)
for (var/atom/A in src.contents) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
if (A.opacity)
has_opaque_atom = TRUE
break
// If an opaque movable atom moves around we need to potentially update visibility.
/turf/Entered(var/atom/movable/Obj, var/atom/OldLoc)
@@ -89,9 +105,8 @@
reconsider_lights()
/turf/proc/change_area(var/area/old_area, var/area/new_area)
var/nadl = new_area.dynamic_lighting
if (nadl != old_area.dynamic_lighting)
if (nadl)
if (new_area.dynamic_lighting != old_area.dynamic_lighting)
if (new_area.dynamic_lighting)
lighting_build_overlay()
else
@@ -105,16 +120,14 @@
/turf/proc/generate_missing_corners()
lighting_corners_initialised = TRUE
var/ccorners = corners
if (!ccorners)
ccorners = list(null, null, null, null)
corners = ccorners
if (!corners)
corners = list(null, null, null, null)
for (var/i = 1 to 4)
if (ccorners[i]) // Already have a corner on this direction.
if (corners[i]) // Already have a corner on this direction.
continue
ccorners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
/turf/ChangeTurf(path)
@@ -124,13 +137,13 @@
var/old_opacity = opacity
var/old_dynamic_lighting = dynamic_lighting
var/old_affecting_lights = affecting_lights
var/old_lighting_overlay = lighting_overlay
var/old_lighting_object = lighting_object
var/old_corners = corners
. = ..() //At this point the turf has changed
recalc_atom_opacity()
lighting_overlay = old_lighting_overlay
lighting_object = old_lighting_object
affecting_lights = old_affecting_lights
corners = old_corners
if (old_opacity != opacity || dynamic_lighting != old_dynamic_lighting)