mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-08 07:52:54 +00:00
* Macros multi-z code, removes the false premise of manual offsets (#76248) ## About The Pull Request [Removes the pretense of relative multiz levels](0293fdc2bd) Our multiz system does not support having a z level that is only connected one way, or which goes down backwards or anything like that. That's a fiction of the trait system, the actual backend has never really supported this. This pr removes the assumptions we were making backend around this, and uses that to save cpu time. I am also converting multiz_levels from an assoc list to a pure one, which saves significantly on access times and cleans up the code somewhat. Also I'm making the get_below/get_above procs into macros, for the sake of cpu time. [Converts the starlight disease to use BYOND's directional defines instead of our own](7d698f02d9) To some extent spurred on by https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known before ## Why It's Good For The Game Faster multiz code, faster init, etc etc etc * modular files how very dare you --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
472 lines
17 KiB
Plaintext
472 lines
17 KiB
Plaintext
// This is where the fun begins.
|
|
// These are the main datums that emit light.
|
|
|
|
/datum/light_source
|
|
///The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
|
|
var/atom/top_atom
|
|
///The atom that we belong to.
|
|
var/atom/source_atom
|
|
|
|
///The turf under the source atom.
|
|
var/turf/source_turf
|
|
///The turf the top_atom appears to over.
|
|
var/turf/pixel_turf
|
|
///Intensity of the emitter light.
|
|
var/light_power
|
|
/// The range of the emitted light.
|
|
var/light_range
|
|
/// The colour of the light, string, decomposed by parse_light_color()
|
|
var/light_color
|
|
|
|
// Variables for keeping track of the colour.
|
|
var/lum_r
|
|
var/lum_g
|
|
var/lum_b
|
|
|
|
// The lumcount values used to apply the light.
|
|
var/tmp/applied_lum_r
|
|
var/tmp/applied_lum_g
|
|
var/tmp/applied_lum_b
|
|
|
|
/// List used to store how much we're affecting corners.
|
|
var/list/datum/lighting_corner/effect_str
|
|
|
|
/// Whether we have applied our light yet or not.
|
|
var/applied = FALSE
|
|
/// whether we are to be added to SSlighting's sources_queue list for an update
|
|
var/needs_update = LIGHTING_NO_UPDATE
|
|
|
|
|
|
/datum/light_source/New(atom/owner, atom/top)
|
|
source_atom = owner // Set our new owner.
|
|
add_to_light_sources(source_atom)
|
|
top_atom = top
|
|
if (top_atom != source_atom)
|
|
add_to_light_sources(top_atom)
|
|
|
|
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
|
|
|
|
PARSE_LIGHT_COLOR(src)
|
|
|
|
update()
|
|
|
|
/datum/light_source/Destroy(force)
|
|
remove_lum()
|
|
if (source_atom)
|
|
remove_from_light_sources(source_atom)
|
|
|
|
if (top_atom)
|
|
remove_from_light_sources(top_atom)
|
|
|
|
if (needs_update)
|
|
SSlighting.sources_queue -= src
|
|
|
|
top_atom = null
|
|
source_atom = null
|
|
source_turf = null
|
|
pixel_turf = null
|
|
|
|
return ..()
|
|
|
|
///add this light source to new_atom_host's light_sources list. updating movement registrations as needed
|
|
/datum/light_source/proc/add_to_light_sources(atom/new_atom_host)
|
|
if(QDELETED(new_atom_host))
|
|
return FALSE
|
|
|
|
LAZYADD(new_atom_host.light_sources, src)
|
|
if(ismovable(new_atom_host) && new_atom_host == source_atom)
|
|
RegisterSignal(new_atom_host, COMSIG_MOVABLE_MOVED, PROC_REF(update_host_lights))
|
|
return TRUE
|
|
|
|
///remove this light source from old_atom_host's light_sources list, unsetting movement registrations
|
|
/datum/light_source/proc/remove_from_light_sources(atom/old_atom_host)
|
|
if(QDELETED(old_atom_host))
|
|
return FALSE
|
|
|
|
LAZYREMOVE(old_atom_host.light_sources, src)
|
|
if(ismovable(old_atom_host) && old_atom_host == source_atom)
|
|
UnregisterSignal(old_atom_host, COMSIG_MOVABLE_MOVED)
|
|
return TRUE
|
|
|
|
///signal handler for when our host atom moves and we need to update our effects
|
|
/datum/light_source/proc/update_host_lights(atom/movable/host)
|
|
SIGNAL_HANDLER
|
|
|
|
if(QDELETED(host))
|
|
return
|
|
|
|
host.update_light()
|
|
|
|
// Yes this doesn't align correctly on anything other than 4 width tabs.
|
|
// If you want it to go switch everybody to elastic tab stops.
|
|
// Actually that'd be great if you could!
|
|
#define EFFECT_UPDATE(level) \
|
|
if (needs_update == LIGHTING_NO_UPDATE) { \
|
|
SSlighting.sources_queue += src; \
|
|
} \
|
|
if (needs_update < level) { \
|
|
needs_update = level; \
|
|
}
|
|
|
|
|
|
/// This proc will cause the light source to update the top atom, and add itself to the update queue.
|
|
/datum/light_source/proc/update(atom/new_top_atom)
|
|
// This top atom is different.
|
|
if (new_top_atom && new_top_atom != top_atom)
|
|
if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom.
|
|
remove_from_light_sources(top_atom)
|
|
|
|
top_atom = new_top_atom
|
|
|
|
if (top_atom != source_atom)
|
|
add_to_light_sources(top_atom)
|
|
|
|
EFFECT_UPDATE(LIGHTING_CHECK_UPDATE)
|
|
|
|
// Will force an update without checking if it's actually needed.
|
|
/datum/light_source/proc/force_update()
|
|
EFFECT_UPDATE(LIGHTING_FORCE_UPDATE)
|
|
|
|
// Will cause the light source to recalculate turfs that were removed or added to visibility only.
|
|
/datum/light_source/proc/vis_update()
|
|
EFFECT_UPDATE(LIGHTING_VIS_UPDATE)
|
|
|
|
// This exists so we can cache the vars used in this macro, and save MASSIVE time :)
|
|
// Most of this is saving off datum var accesses, tho some of it does actually cache computation
|
|
// You will NEED to call this before you call APPLY_CORNER
|
|
#define SETUP_CORNERS_CACHE(lighting_source) \
|
|
var/_turf_x = lighting_source.pixel_turf.x; \
|
|
var/_turf_y = lighting_source.pixel_turf.y; \
|
|
var/_turf_z = lighting_source.pixel_turf.z; \
|
|
var/list/_sheet = get_sheet(); \
|
|
var/list/_multiz_sheet = list(); \
|
|
if(!!GET_LOWEST_STACK_OFFSET(source_turf.z)) { \
|
|
_multiz_sheet = get_sheet(multiz = TRUE); \
|
|
} \
|
|
var/_range_offset = CEILING(lighting_source.light_range, 1) + 0.5 + 2; \
|
|
var/_multiz_offset = SSmapping.max_plane_offset + 1; \
|
|
var/_light_power = lighting_source.light_power; \
|
|
var/_applied_lum_r = lighting_source.applied_lum_r; \
|
|
var/_applied_lum_g = lighting_source.applied_lum_g; \
|
|
var/_applied_lum_b = lighting_source.applied_lum_b; \
|
|
var/_lum_r = lighting_source.lum_r; \
|
|
var/_lum_g = lighting_source.lum_g; \
|
|
var/_lum_b = lighting_source.lum_b;
|
|
|
|
#define SETUP_CORNERS_REMOVAL_CACHE(lighting_source) \
|
|
var/_applied_lum_r = lighting_source.applied_lum_r; \
|
|
var/_applied_lum_g = lighting_source.applied_lum_g; \
|
|
var/_applied_lum_b = lighting_source.applied_lum_b;
|
|
|
|
// Read out of our sources light sheet, a map of offsets -> the luminosity to use
|
|
#define LUM_FALLOFF(C) _sheet[C.x - _turf_x + _range_offset][C.y - _turf_y + _range_offset]
|
|
#define LUM_FALLOFF_MULTIZ(C) _multiz_sheet[C.z - _turf_z + _multiz_offset][C.x - _turf_x + _range_offset][C.y - _turf_y + _range_offset]
|
|
|
|
// Macro that applies light to a new corner.
|
|
// It is a macro in the interest of speed, yet not having to copy paste it.
|
|
// 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 APPLY_CORNER(C) \
|
|
if(C.z == _turf_z) { \
|
|
. = LUM_FALLOFF(C); \
|
|
} \
|
|
else { \
|
|
. = LUM_FALLOFF_MULTIZ(C) \
|
|
} \
|
|
. *= _light_power; \
|
|
var/OLD = effect_str[C]; \
|
|
\
|
|
C.update_lumcount \
|
|
( \
|
|
(. * _lum_r) - (OLD * _applied_lum_r), \
|
|
(. * _lum_g) - (OLD * _applied_lum_g), \
|
|
(. * _lum_b) - (OLD * _applied_lum_b) \
|
|
);
|
|
|
|
#define REMOVE_CORNER(C) \
|
|
. = -effect_str[C]; \
|
|
C.update_lumcount \
|
|
( \
|
|
. * _applied_lum_r, \
|
|
. * _applied_lum_g, \
|
|
. * _applied_lum_b \
|
|
);
|
|
|
|
/// Returns a list of lists, indexed with ints, that can be read to get the lighting multiplier at any one point
|
|
/// If the requested sheet is multiz, this will be 3 lists deep, first handling z level then x and y
|
|
/// otherwise it's just two, x then y
|
|
/datum/light_source/proc/get_sheet(multiz = FALSE)
|
|
var/list/static/key_to_sheet = list()
|
|
var/range = max(1, light_range);
|
|
var/key = "[range]-[multiz]"
|
|
var/list/hand_back = key_to_sheet[key]
|
|
if(!hand_back)
|
|
if(multiz)
|
|
hand_back = generate_sheet_multiz(range)
|
|
else
|
|
hand_back = generate_sheet(range)
|
|
key_to_sheet[key] = hand_back
|
|
return hand_back
|
|
|
|
/// Returns a list of lists that encodes the light falloff of our source
|
|
/// Takes anything that impacts our generation as input
|
|
/// This function should be "pure", no side effects or reads from the source object
|
|
/datum/light_source/proc/generate_sheet(range, z_level = 0)
|
|
var/list/encode = list()
|
|
var/bound_range = CEILING(range, 1) + 1
|
|
// Corners are placed at 0.5 offsets
|
|
// We need our coords to reflect that
|
|
for(var/x in (-bound_range - 0.5) to (bound_range + 0.5))
|
|
var/list/row = list()
|
|
for(var/y in (-bound_range - 0.5) to (bound_range + 0.5))
|
|
row += falloff_at_coord(x, y, z_level, range)
|
|
encode += list(row)
|
|
return encode
|
|
|
|
/// Returns a THREE dimensional list of lists that encodes the lighting falloff of our source
|
|
/// Takes anything that impacts our generation as input
|
|
/// This function should be "pure", no side effects or reads from the passed object
|
|
/datum/light_source/proc/generate_sheet_multiz(range)
|
|
var/list/encode = list()
|
|
var/z_range = SSmapping.max_plane_offset // Let's just be safe yeah?
|
|
for(var/z in -z_range to z_range)
|
|
var/list/sheet = generate_sheet(range, z)
|
|
encode += list(sheet)
|
|
return encode
|
|
|
|
/// Takes x y and z offsets from the source as input, alongside our source's range
|
|
/// Returns a value between 0 and 1, 0 being dark on that tile, 1 being fully lit
|
|
/datum/light_source/proc/falloff_at_coord(x, y, z, range)
|
|
var/_range_divisor = max(1, range)
|
|
// You may notice we use squares here even though there are three components
|
|
// Because z diffs are so functionally small, cubes and cube roots are too aggressive
|
|
return 1 - CLAMP01(sqrt(x ** 2 + y ** 2 + z ** 2 + LIGHTING_HEIGHT) / _range_divisor)
|
|
|
|
/proc/read_sheet(list/sheet, x, y, offset, z, z_offset)
|
|
var/list/working = sheet
|
|
var/offset_x = x + offset
|
|
var/offset_y = y + offset
|
|
var/offset_z = z + z_offset
|
|
if(z)
|
|
working = sheet[offset_z]
|
|
var/list/line = working[offset_x]
|
|
var/word = line[offset_y]
|
|
return word
|
|
|
|
/// This is the define used to calculate falloff.
|
|
/datum/light_source/proc/remove_lum()
|
|
SETUP_CORNERS_REMOVAL_CACHE(src)
|
|
applied = FALSE
|
|
for (var/datum/lighting_corner/corner as anything in effect_str)
|
|
REMOVE_CORNER(corner)
|
|
LAZYREMOVE(corner.affecting, src)
|
|
|
|
effect_str = null
|
|
|
|
/datum/light_source/proc/recalc_corner(datum/lighting_corner/corner)
|
|
SETUP_CORNERS_CACHE(src)
|
|
LAZYINITLIST(effect_str)
|
|
if (effect_str[corner]) // Already have one.
|
|
REMOVE_CORNER(corner)
|
|
effect_str[corner] = 0
|
|
|
|
APPLY_CORNER(corner)
|
|
effect_str[corner] = .
|
|
|
|
|
|
// Keep in mind. Lighting corners accept the bottom left (northwest) set of cords to them as input
|
|
#define GENERATE_MISSING_CORNERS(gen_for) \
|
|
if (!gen_for.lighting_corner_NE) { \
|
|
gen_for.lighting_corner_NE = new /datum/lighting_corner(gen_for.x, gen_for.y, gen_for.z); \
|
|
} \
|
|
if (!gen_for.lighting_corner_SE) { \
|
|
gen_for.lighting_corner_SE = new /datum/lighting_corner(gen_for.x, gen_for.y - 1, gen_for.z); \
|
|
} \
|
|
if (!gen_for.lighting_corner_SW) { \
|
|
gen_for.lighting_corner_SW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y - 1, gen_for.z); \
|
|
} \
|
|
if (!gen_for.lighting_corner_NW) { \
|
|
gen_for.lighting_corner_NW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y, gen_for.z); \
|
|
} \
|
|
gen_for.lighting_corners_initialised = TRUE;
|
|
|
|
#define INSERT_CORNERS(insert_into, draw_from) \
|
|
if (!draw_from.lighting_corners_initialised) { \
|
|
GENERATE_MISSING_CORNERS(draw_from); \
|
|
} \
|
|
insert_into[draw_from.lighting_corner_NE] = 0; \
|
|
insert_into[draw_from.lighting_corner_SE] = 0; \
|
|
insert_into[draw_from.lighting_corner_SW] = 0; \
|
|
insert_into[draw_from.lighting_corner_NW] = 0;
|
|
|
|
/// Refreshes our lighting source to match its parent atom
|
|
/// Returns TRUE if an update is needed, FALSE otherwise
|
|
/datum/light_source/proc/refresh_values()
|
|
var/update = FALSE
|
|
var/atom/source_atom = src.source_atom
|
|
|
|
if (QDELETED(source_atom))
|
|
qdel(src)
|
|
return FALSE
|
|
|
|
if (source_atom.light_power != light_power)
|
|
light_power = source_atom.light_power
|
|
update = TRUE
|
|
|
|
if (source_atom.light_range != light_range)
|
|
light_range = source_atom.light_range
|
|
update = TRUE
|
|
|
|
if (!top_atom)
|
|
top_atom = source_atom
|
|
update = TRUE
|
|
|
|
if (!light_range || !light_power)
|
|
qdel(src)
|
|
return FALSE
|
|
|
|
if (isturf(top_atom))
|
|
if (source_turf != top_atom)
|
|
source_turf = top_atom
|
|
pixel_turf = source_turf
|
|
update = TRUE
|
|
else if (top_atom.loc != source_turf)
|
|
source_turf = top_atom.loc
|
|
pixel_turf = get_turf_pixel(top_atom)
|
|
update = TRUE
|
|
else
|
|
var/pixel_loc = get_turf_pixel(top_atom)
|
|
if (pixel_loc != pixel_turf)
|
|
pixel_turf = pixel_loc
|
|
update = TRUE
|
|
|
|
if (!isturf(source_turf))
|
|
if (applied)
|
|
remove_lum()
|
|
return FALSE
|
|
|
|
if (light_range && light_power && !applied)
|
|
update = TRUE
|
|
|
|
if (source_atom.light_color != light_color)
|
|
light_color = source_atom.light_color
|
|
PARSE_LIGHT_COLOR(src)
|
|
update = TRUE
|
|
|
|
else if (applied_lum_r != lum_r || applied_lum_g != lum_g || applied_lum_b != lum_b)
|
|
update = TRUE
|
|
|
|
// If we need to update, well, update
|
|
if (update)
|
|
needs_update = LIGHTING_CHECK_UPDATE
|
|
applied = TRUE
|
|
return TRUE
|
|
|
|
// Otherwise, go off the needs_update var. If it requires an update provide one, otherwise we're kosher
|
|
if (needs_update == LIGHTING_CHECK_UPDATE)
|
|
return FALSE //nothing's changed
|
|
return TRUE
|
|
|
|
/// Returns a list of lighting corners this source impacts
|
|
/datum/light_source/proc/impacted_corners()
|
|
var/list/datum/lighting_corner/corners = list()
|
|
if (!source_turf)
|
|
return list()
|
|
|
|
var/oldlum = source_turf.luminosity
|
|
source_turf.luminosity = CEILING(light_range, 1)
|
|
|
|
var/uses_multiz = !!GET_LOWEST_STACK_OFFSET(source_turf.z)
|
|
|
|
if(!uses_multiz) // Yes I know this could be acomplished with an if in the for loop, but it's fukin lighting code man
|
|
for(var/turf/T in view(CEILING(light_range, 1), source_turf))
|
|
if(IS_OPAQUE_TURF(T))
|
|
continue
|
|
INSERT_CORNERS(corners, T)
|
|
source_turf.luminosity = oldlum
|
|
return corners
|
|
|
|
for(var/turf/T in view(CEILING(light_range, 1), source_turf))
|
|
if(IS_OPAQUE_TURF(T))
|
|
continue
|
|
INSERT_CORNERS(corners, T)
|
|
|
|
var/turf/below = GET_TURF_BELOW(T)
|
|
var/turf/previous = T
|
|
while(below)
|
|
// If we find a non transparent previous, end
|
|
if(!istransparentturf(previous))
|
|
break
|
|
if(IS_OPAQUE_TURF(below))
|
|
// If we're opaque but the tile above us is transparent, then we should be counted as part of the potential "space"
|
|
// Of this corner
|
|
break
|
|
// Now we do lighting things to it
|
|
INSERT_CORNERS(corners, below)
|
|
// ANNND then we add the one below it
|
|
previous = below
|
|
below = GET_TURF_BELOW(below)
|
|
|
|
var/turf/above = GET_TURF_ABOVE(T)
|
|
while(above)
|
|
// If we find a non transparent turf, end
|
|
if(!istransparentturf(above) || IS_OPAQUE_TURF(above))
|
|
break
|
|
INSERT_CORNERS(corners, above)
|
|
above = GET_TURF_ABOVE(above)
|
|
|
|
source_turf.luminosity = oldlum
|
|
return corners
|
|
|
|
/datum/light_source/proc/update_corners()
|
|
if(!refresh_values())
|
|
return
|
|
|
|
var/list/datum/lighting_corner/corners = impacted_corners()
|
|
SETUP_CORNERS_CACHE(src)
|
|
|
|
var/list/datum/lighting_corner/new_corners = (corners - src.effect_str)
|
|
LAZYINITLIST(src.effect_str)
|
|
for (var/datum/lighting_corner/corner as anything in new_corners)
|
|
APPLY_CORNER(corner)
|
|
if (. != 0)
|
|
LAZYADD(corner.affecting, src)
|
|
effect_str[corner] = .
|
|
// New corners are a subset of corners. so if they're both the same length, there are NO old corners!
|
|
if(needs_update != LIGHTING_VIS_UPDATE && length(corners) != length(new_corners))
|
|
for (var/datum/lighting_corner/corner as anything in corners - new_corners) // Existing corners
|
|
APPLY_CORNER(corner)
|
|
if (. != 0)
|
|
effect_str[corner] = .
|
|
else
|
|
LAZYREMOVE(corner.affecting, src)
|
|
effect_str -= corner
|
|
|
|
var/list/datum/lighting_corner/gone_corners = effect_str - corners
|
|
for (var/datum/lighting_corner/corner as anything in gone_corners)
|
|
REMOVE_CORNER(corner)
|
|
LAZYREMOVE(corner.affecting, src)
|
|
effect_str -= gone_corners
|
|
|
|
applied_lum_r = lum_r
|
|
applied_lum_g = lum_g
|
|
applied_lum_b = lum_b
|
|
|
|
UNSETEMPTY(src.effect_str)
|
|
|
|
#undef APPLY_CORNER
|
|
#undef EFFECT_UPDATE
|
|
#undef GENERATE_MISSING_CORNERS
|
|
#undef INSERT_CORNERS
|
|
#undef LUM_FALLOFF
|
|
#undef LUM_FALLOFF_MULTIZ
|
|
#undef REMOVE_CORNER
|
|
#undef SETUP_CORNERS_CACHE
|
|
#undef SETUP_CORNERS_REMOVAL_CACHE
|