Commit Graph

4 Commits

Author SHA1 Message Date
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
LemonInTheDark
ab307032ed Nightvision Rework (In the name of color) (#73094)
## About The Pull Request

Relies on #72886 for some render relay expansion I use for light_mask
stuff.

Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.

### `see_in_dark` and why it kinda sucks

https://www.byond.com/docs/ref/#/mob/var/see_in_dark

See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.

The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this


![image](https://user-images.githubusercontent.com/58055496/215683654-587fb00f-ebb8-4c83-962d-a1b2bf429c4a.png)

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.

It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.

I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.

It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.

Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.

Now I'd like to go on a mild tangent about color, please bare with me

### Color and why `lighting_alpha` REALLY sucks

You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?

It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.

The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.

https://www.byond.com/docs/ref/#/{notes}/color-matrix

Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.

A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0, 0, 0, 0
)
```

The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.

Using these we can essentially color transform our world. It's a fun
tool. But there's more.

That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.

So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.

This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.

Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.

Take a list like this

```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     -0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.

### But wait, there's more

You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.

Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.

I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.

Mesons are green, sec night vision is red, thermals orange, etc.

I think the effect this gives is really really nice. 
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.

I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.

My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.

It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now

### **EDIT**

I have since expanded to all uses of nightvision, coloring most all of
them.

Along the way I turned some toggleable nightvision into just one level. 
Fullbright sucks, and I'd rather just have one "good" value.

I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.

I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game

<details>
<summary>
Technical Changes
</summary>

#### Adds filter proc (the ones that act like templates) support to
filter transitions.
Found this when testing this pr, seemed silly.

#### Makes our emissive mask mask all light instead
This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.

Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away

Also also fixes the lighting backdrop not actually spanning the screen. 
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.

#### Moves openspace to its own plane that doesn't draw, maxing its
color with a sprite

This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting

#### Changes our definition of nightvision to the light cutoff of night
vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.

#### Removes the nightvision spell
It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it

#### Cleans up existing plane master critical defines, ensures
trasnparent won't render

These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck

</details>

## Why It's Good For The Game

Videos! (Github doesn't like using a summary here I'm sorry)
<details>

Demonstration of ghost lighting, and color


https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4

Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)


https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4

Diagnostic nightvision goggles and see_in_dark not hiding emissives


https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4

Sec nightvision (I just think it looks neat)


https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4

Medical nightvision goggles and other colors


https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4

Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)


https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4

Thermal goggles and coloring displayed mobs


https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4

</details>

I think it's pretty, and see_in_dark sucks butt.

## Changelog

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🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑
2023-02-17 18:10:39 -07:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
LemonInTheDark
23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request

I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)

This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.

I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea

OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?

It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.

We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.

Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).

That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube

Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.

As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.

Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups

BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.

This was quite messy, so I've refactored it (and maps too) to be a bit more modular.

Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.

Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.

Much better then the hardcoded pattern we used to use. So much duplicated code man.

Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.

image

In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.

It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.

In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.

It also comes with an info dump about the ui, and plane masters/relays in general.

Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes

Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.

This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.

Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday

I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.

The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes

We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.

Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.

Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>

Fixes #65800
Fixes #68461
Changelog

cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
2022-09-27 20:11:04 +13:00