Files
Bubberstation/code/modules/surgery
Bloop 8fa6242c66 Refactors High Luminosity Eyes, fixes a ton of bugs related to it as well as qol improvements (#75040)
## About The Pull Request

The high luminosity eyes item was extremely out of date, broken, and
full of copy paste code from atom lighting. Which is a shame because
they were cool.

On top of all that it was using a special light effect that was not very
performant. I got rid of all that, hooked it into atom lighting as a new
light type, and gave it a new TGUI as well because the old ui prompts
were not great either.

You can now pick a color at random if you want. You can also set the
color and range before surgically implanting them. No more being forced
to go through the color picker when you just want to change the range.

Functionally they should pretty much should be the same as before with
some bonus features (see below).


![dreamseeker_nDeLNyOOG2](https://user-images.githubusercontent.com/13398309/235325530-105fe82e-ecc8-4dc4-9c84-143cc6519688.gif)

Closes https://github.com/tgstation/tgstation/issues/61041
Closes https://github.com/Skyrat-SS13/Skyrat-tg/issues/14685

This is 100% completed. I just finished fixing the slight translation
bug when going from 0->1 range (see above gif) and that was the last
thing on my bucket list. I happy enough with this at this point in time.

---

EDIT: 

I have decided to add in one last new feature, and that is...
independent settings for eye color.

<details> <summary>You can now set eye color independently if you
wish</summary>


![dreamseeker_j32B2S4yXQ](https://user-images.githubusercontent.com/13398309/235412568-ffa8e424-8624-4462-9f6f-77c1513aa773.gif)

</details>

The eye color does not modify the light color in any way when set in
this manner, but it can be used for cosmetic purposes.

Kind of makes the item more like cybereyes from cyberpunk, which I think
are pretty neat!

</details>

### What I've done, in more detail:

- refactored high luminosity eyes so they use the atom lighting system
instead of the way they were doing it before
- the new light type, `MOVABLE_LIGHT_BEAM` behaves similarly to
directional lights, with some slight differences. it reuses the same
lighting overlay sprites but scales them vertically to produce a more
focused effect. The result can be seen above. This is in contrast to the
old way, which spawned `range` number of individual 32x32 overlays and
moved them around. This way should perform better as well as be more
maintainable.
- added a new TGUI interface for high luminosity eyes with buttons for
range, a text field for a color hex, a color picker and randomizer
- made the eye overlay emissive when the light is turned on
- range goes from 0 to 5. at range 0, the light overlay is turned off
and you are left with just the emissive eyes.
- added a cosmetic functionality to this item that lets you change the
color of your eyes independently of the lighting (and each other)
- fixed a bug with directional flashlights sometimes not updating their
lighting overlay if you pick them up without changing your direction
---

### Other Misc Fixes

Being able to dynamically set range back and forth exposed some logic
issues that had existed with directional light overlays and I have fixed
those. That is why there are some edits in that file that may not appear
readily obvious why they are there.

Apart from that, two other bugs that come to mind:
1) eye code was supposed to keep track of the eye color you had before
you got new eyes, but it was overwriting that every time you ran
refresh().
2) lighting was supposed to be turning off the light when range is set
to 0, but it was not doing that properly.

And of course besides that, there may have been a few instances of
finding typos/tidying up code

## Why It's Good For The Game

The code for this was like 6 years old and in desperate need of
updating. Now it works, and has a nicer UI.

## Changelog

🆑
fix: high luminosity eyes light overlays now follow the user correctly
qol: high luminosity eyes now have a tgui menu so you no longer have to
go through the color picker every time you want to change the range.
they also have a new setting that lets you change the color of your eyes
independently of the light color. You can now have cybernetic
heterochromia if you want
fix: directional flashlights when picked up will now always update their
cast light direction correctly no matter what dir you are facing
refactor: refactors high luminosity eye code to better make use of the
atom lighting system, adding a new light type 'MOVABLE_LIGHT_BEAM'
/🆑
2023-05-09 15:42:11 -07:00
..
2023-05-07 22:45:20 +00:00