mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-14 01:24:21 +01:00
9d14e327b5
## 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! /🆑
161 lines
7.3 KiB
Plaintext
161 lines
7.3 KiB
Plaintext
/// 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])
|