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* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877) ## About The Pull Request [Implements a setter for starlight variables](af34f06b41) I want to start to modify starlight more, and that means I need a way to hook into everything that uses it and update it, so we can modify it on the fly. This does that, alongside removing space overlays from nearspace (too many false positives) and making the aurora modify all turfs projecting starlight, rather then all turfs in an area. Do still need to figure out handling for the starlight color usage in turf underlays tho (I gave up, we just keep it static. I'll fix it someday but the render_relay strategy just doesn't work with its masking setup) [Reworks how starlight overlays work](9da4bc38e2) Instead of setting color on the overlays directly, we instead store an object with our current settings in every mob's screen, and render_target it down onto our overlays. This lets us update overlay colors VERY trivially. Just need to set color on the overlay var. Makes modifying starlight a lot cheaper. It doesn't work on area overlays, because suffering, and it MIGHT induce extra cost on clients. if it does we can do something about that, we'll play it by ear [Removes parallax starlight coloring.](5f701a1b13) I'm sorta iffy on the color, the effect can be real oppressive in some cases, and I'd like to use starlight color for more events in world, and having it vary can make that looking nice hard. [Adds some visual effects to narsie being summoned](a423cfcb2b) As the rune drawing progresses space (starlight and parallax) go from normal to greyscale. Then, right about when narsie shows up, starlight becomes vibrant red. It's a nice effect. I wanna do more shit like this, I think it'll improve vibes significantly. ## Why It's Good For The Game Can't embed it because of github's upload limit, can show a [link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&) for the narsie stuff Here's [one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&) for the aurora too. This gives us more pretty starlight shit, and the ABILITY to do more pretty starlight shit. I'm pretty jazzed, and I hope people use this proc more (keeping in mind that it's pretty hard on the lighting system, and needs significant delay between changes) ## Changelog 🆑 add: Narsie summoning has had some effects added to space and starlight del: Removes the link between spacegas color and starlight. It was a slight bit too vibrant and I think impacted the vibe too wildly to be incidental. fix: The aurora event actually... works now. Space lights up and all that /🆑 * Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) * Update space.dm * Update shuttles.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
546 lines
21 KiB
Plaintext
546 lines
21 KiB
Plaintext
// This is where the fun begins.
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// These are the main datums that emit light.
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/datum/light_source
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///The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
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var/atom/top_atom
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///The atom that we belong to.
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var/atom/source_atom
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///The turf under the source atom.
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var/turf/source_turf
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/// How much to x shift our light by when displaying it
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var/offset_x = 0
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/// How much to y shift our light by when displaying it
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var/offset_y = 0
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/// How much larger our light sheet should be, based off offset_x and y
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/// We clamp to at least 1, so if offset_x is 0.1, then this'll be 1
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var/visual_offset
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///Intensity of the emitter light.
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var/light_power
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/// The range of the emitted light.
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var/light_range
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/// The colour of the light, string, decomposed by parse_light_color()
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var/light_color
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// Variables for keeping track of the colour.
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var/lum_r
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var/lum_g
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var/lum_b
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/// What direction our angled light is pointed
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var/light_dir = NONE
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/// How many degrees of a circle should our light show. 360 is all of it, 180 is half, etc
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var/light_angle = 360
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// The lumcount values used to apply the light.
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var/tmp/applied_lum_r
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var/tmp/applied_lum_g
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var/tmp/applied_lum_b
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/// List used to store how much we're affecting corners.
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var/list/datum/lighting_corner/effect_str
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/// Whether we have applied our light yet or not.
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var/applied = FALSE
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/// whether we are to be added to SSlighting's sources_queue list for an update
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var/needs_update = LIGHTING_NO_UPDATE
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/datum/light_source/New(atom/owner, atom/top)
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source_atom = owner // Set our new owner.
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add_to_light_sources(source_atom)
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top_atom = top
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if (top_atom != source_atom)
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add_to_light_sources(top_atom)
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source_turf = top_atom
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light_power = source_atom.light_power
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light_range = source_atom.light_range
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light_color = source_atom.light_color
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PARSE_LIGHT_COLOR(src)
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update()
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if(GLOB.light_debug_enabled)
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source_atom.debug()
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/datum/light_source/Destroy(force)
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remove_lum()
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if (source_atom)
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remove_from_light_sources(source_atom)
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if (top_atom)
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remove_from_light_sources(top_atom)
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if (needs_update)
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SSlighting.sources_queue -= src
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SSlighting.current_sources -= src
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top_atom = null
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source_atom = null
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source_turf = null
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return ..()
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///add this light source to new_atom_host's light_sources list. updating movement registrations as needed
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/datum/light_source/proc/add_to_light_sources(atom/new_atom_host)
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if(QDELETED(new_atom_host))
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return FALSE
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LAZYADD(new_atom_host.light_sources, src)
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if(ismovable(new_atom_host) && new_atom_host == source_atom)
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RegisterSignal(new_atom_host, COMSIG_MOVABLE_MOVED, PROC_REF(update_host_lights))
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return TRUE
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///remove this light source from old_atom_host's light_sources list, unsetting movement registrations
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/datum/light_source/proc/remove_from_light_sources(atom/old_atom_host)
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if(QDELETED(old_atom_host))
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return FALSE
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LAZYREMOVE(old_atom_host.light_sources, src)
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if(ismovable(old_atom_host) && old_atom_host == source_atom)
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UnregisterSignal(old_atom_host, COMSIG_MOVABLE_MOVED)
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return TRUE
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///signal handler for when our host atom moves and we need to update our effects
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/datum/light_source/proc/update_host_lights(atom/movable/host)
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SIGNAL_HANDLER
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if(QDELETED(host))
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return
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host.update_light()
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// Yes this doesn't align correctly on anything other than 4 width tabs.
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// If you want it to go switch everybody to elastic tab stops.
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// Actually that'd be great if you could!
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#define EFFECT_UPDATE(level) \
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if (needs_update == LIGHTING_NO_UPDATE) { \
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SSlighting.sources_queue += src; \
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} \
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if (needs_update < level) { \
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needs_update = level; \
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}
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/// This proc will cause the light source to update the top atom, and add itself to the update queue.
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/datum/light_source/proc/update(atom/new_top_atom)
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// This top atom is different.
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if (new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom.
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remove_from_light_sources(top_atom)
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top_atom = new_top_atom
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if (top_atom != source_atom)
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add_to_light_sources(top_atom)
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EFFECT_UPDATE(LIGHTING_CHECK_UPDATE)
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// Will force an update without checking if it's actually needed.
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/datum/light_source/proc/force_update()
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EFFECT_UPDATE(LIGHTING_FORCE_UPDATE)
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// Will cause the light source to recalculate turfs that were removed or added to visibility only.
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/datum/light_source/proc/vis_update()
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EFFECT_UPDATE(LIGHTING_VIS_UPDATE)
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// This exists so we can cache the vars used in this macro, and save MASSIVE time :)
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// Most of this is saving off datum var accesses, tho some of it does actually cache computation
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// You will NEED to call this before you call APPLY_CORNER
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#define SETUP_CORNERS_CACHE(lighting_source) \
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var/_turf_x = lighting_source.source_turf.x; \
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var/_turf_y = lighting_source.source_turf.y; \
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var/_turf_z = lighting_source.source_turf.z; \
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var/list/_sheet = get_sheet(); \
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var/list/_multiz_sheet = list(); \
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if(!!GET_LOWEST_STACK_OFFSET(source_turf.z)) { \
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_multiz_sheet = get_sheet(multiz = TRUE); \
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} \
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var/_range_offset = CEILING(lighting_source.light_range, 1) + 0.5 + 1 + lighting_source.visual_offset; \
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var/_multiz_offset = SSmapping.max_plane_offset + 1; \
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var/_light_power = lighting_source.light_power; \
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var/_applied_lum_r = lighting_source.applied_lum_r; \
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var/_applied_lum_g = lighting_source.applied_lum_g; \
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var/_applied_lum_b = lighting_source.applied_lum_b; \
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var/_lum_r = lighting_source.lum_r; \
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var/_lum_g = lighting_source.lum_g; \
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var/_lum_b = lighting_source.lum_b;
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#define SETUP_CORNERS_REMOVAL_CACHE(lighting_source) \
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var/_applied_lum_r = lighting_source.applied_lum_r; \
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var/_applied_lum_g = lighting_source.applied_lum_g; \
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var/_applied_lum_b = lighting_source.applied_lum_b;
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// Read out of our sources light sheet, a map of offsets -> the luminosity to use
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#define LUM_FALLOFF(C) _sheet[C.x - _turf_x + _range_offset][C.y - _turf_y + _range_offset]
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#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]
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// Macro that applies light to a new corner.
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// It is a macro in the interest of speed, yet not having to copy paste it.
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// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
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// As such this all gets counted as a single line.
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// The braces and semicolons are there to be able to do this on a single line.
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#define APPLY_CORNER(C) \
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if(C.z == _turf_z) { \
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. = LUM_FALLOFF(C); \
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} \
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else { \
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. = LUM_FALLOFF_MULTIZ(C) \
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} \
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. *= _light_power; \
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var/OLD = effect_str[C]; \
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\
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C.update_lumcount \
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( \
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(. * _lum_r) - (OLD * _applied_lum_r), \
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(. * _lum_g) - (OLD * _applied_lum_g), \
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(. * _lum_b) - (OLD * _applied_lum_b) \
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);
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#define REMOVE_CORNER(C) \
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. = -effect_str[C]; \
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C.update_lumcount \
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( \
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. * _applied_lum_r, \
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. * _applied_lum_g, \
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. * _applied_lum_b \
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);
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/// Returns a list of lists, indexed with ints, that can be read to get the lighting multiplier at any one point
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/// If the requested sheet is multiz, this will be 3 lists deep, first handling z level then x and y
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/// otherwise it's just two, x then y
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/datum/light_source/proc/get_sheet(multiz = FALSE)
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var/list/static/key_to_sheet = list()
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var/range = max(1, light_range);
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var/key = "[range]-[visual_offset]-[offset_x]-[offset_y]-[light_dir]-[light_angle]-[multiz]"
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var/list/hand_back = key_to_sheet[key]
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if(!hand_back)
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if(multiz)
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hand_back = generate_sheet_multiz(range, visual_offset, offset_x, offset_y, light_dir, light_angle)
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else
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hand_back = generate_sheet(range, visual_offset, offset_x, offset_y, light_dir, light_angle)
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key_to_sheet[key] = hand_back
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return hand_back
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/// Returns a list of lists that encodes the light falloff of our source
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/// Takes anything that impacts our generation as input
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/// This function should be "pure", no side effects or reads from the source object
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/datum/light_source/proc/generate_sheet(range, visual_offset, x_offset, y_offset, center_dir, angle, z_level = 0)
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var/list/encode = list()
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// How far away the turfs we get are, and how many there are are often not the same calculation
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// So we need to include the visual offset, so we can ensure our sheet is large enough to accept all the distance differences
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var/bound_range = CEILING(range, 1) + visual_offset
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// Corners are placed at 0.5 offsets
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// We need our coords to reflect that (though x_offsets that change the basis for how things are calculated are fine too)
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for(var/x in (-(bound_range) + x_offset - 0.5) to (bound_range + x_offset + 0.5))
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var/list/row = list()
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for(var/y in (-(bound_range) + y_offset - 0.5) to (bound_range + y_offset + 0.5))
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row += falloff_at_coord(x, y, z_level, range, center_dir, light_angle)
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encode += list(row)
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return encode
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/// Returns a THREE dimensional list of lists that encodes the lighting falloff of our source
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/// Takes anything that impacts our generation as input
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/// This function should be "pure", no side effects or reads from the passed object
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/datum/light_source/proc/generate_sheet_multiz(range, visual_offset, x_offset, y_offset, center_dir, angle)
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var/list/encode = list()
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var/z_range = SSmapping.max_plane_offset // Let's just be safe yeah?
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for(var/z in -z_range to z_range)
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var/list/sheet = generate_sheet(range, visual_offset, x_offset, y_offset, center_dir, angle, z)
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encode += list(sheet)
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return encode
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/// Takes x y and z offsets from the source as input, alongside our source's range
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/// Returns a value between 0 and 1, 0 being dark on that tile, 1 being fully lit
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/datum/light_source/proc/falloff_at_coord(x, y, z, range, center_dir, angle)
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var/range_divisor = max(1, range)
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// You may notice we use squares here even though there are three components
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// Because z diffs are so functionally small, cubes and cube roots are too aggressive
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// The larger the distance is, the less bright our light will be
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var/multiplier = 1 - CLAMP01(sqrt(x ** 2 + y ** 2 + z ** 2 + LIGHTING_HEIGHT) / range_divisor)
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if(angle >= 360 || angle <= 0)
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return multiplier
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// Turn our positional offset into an angle
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var/coord_angle = delta_to_angle(x, y)
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// Get the difference between the angle we want, and the angle we have
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var/center_angle = dir2angle(center_dir)
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var/angle_delta = abs(center_angle - coord_angle)
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// Now we have to normalize the angle delta to be between 0 and 180, instead of 0 and 360
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// This ensures removing say, 15 degrees removes it from both sides, rather then just one
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// Turns an unfurling fan into a pair of scissors
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if(angle_delta > 180)
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angle_delta = 180 - (angle_delta - 180)
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// We allow angle deltas to a certian amount, angle / 2
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// If we pass that, then it starts effecting the visuals
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// Oh and we'll scale it so 30 degrees is the "0" point, where things become fully dark
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// This could be variable, it just isn't yet yaknow?
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return max(multiplier * (1 - max(angle_delta - (angle / 2), 0) / 30), 0)
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/// Dumps the content of a lighting sheet to chat, for debugging
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/datum/light_source/proc/print_sheet()
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var/list/sheet = get_sheet()
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var/list/output = list()
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var/multiz_depth = 1
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// If we have a list 3 layers down we're multiz
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if(length(sheet[1][1]))
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multiz_depth = length(sheet)
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var/column_seperator = ""
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for(var/i in 1 to length(sheet))
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column_seperator += "----"
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output += column_seperator
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for(var/i in 1 to multiz_depth)
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for(var/list/column in sheet)
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var/list/print_column = list()
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for(var/row in column)
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print_column += round(row, 0.1)
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output += print_column.Join(", ")
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output += column_seperator
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to_chat(usr, "\n[output.Join("\n")]")
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/// Debug proc, for when lighting sheets fuck up
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/// Accepts the sheet (2 or 3 (multiz) dimensional list of lighting values at some offset)
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/// alongside x and y delta values and the sheet's "offset", which is the amount required to ensure everything indexes at 1
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/// Optionally, you can pass similar values for multiz stuff
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/proc/read_sheet(list/sheet, x, y, offset, z, z_offset)
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var/list/working = sheet
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var/offset_x = x + offset
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var/offset_y = y + offset
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var/offset_z = z + z_offset
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if(z)
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working = sheet[offset_z]
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var/list/line = working[offset_x]
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var/word = line[offset_y]
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return word
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/// This is the define used to calculate falloff.
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/datum/light_source/proc/remove_lum()
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SETUP_CORNERS_REMOVAL_CACHE(src)
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applied = FALSE
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for (var/datum/lighting_corner/corner as anything in effect_str)
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REMOVE_CORNER(corner)
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LAZYREMOVE(corner.affecting, src)
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effect_str = null
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/datum/light_source/proc/recalc_corner(datum/lighting_corner/corner)
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SETUP_CORNERS_CACHE(src)
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LAZYINITLIST(effect_str)
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if (effect_str[corner]) // Already have one.
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REMOVE_CORNER(corner)
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effect_str[corner] = 0
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APPLY_CORNER(corner)
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effect_str[corner] = .
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// Keep in mind. Lighting corners accept the bottom left (northwest) set of cords to them as input
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#define GENERATE_MISSING_CORNERS(gen_for) \
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if (!gen_for.lighting_corner_NE) { \
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gen_for.lighting_corner_NE = new /datum/lighting_corner(gen_for.x, gen_for.y, gen_for.z); \
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} \
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if (!gen_for.lighting_corner_SE) { \
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gen_for.lighting_corner_SE = new /datum/lighting_corner(gen_for.x, gen_for.y - 1, gen_for.z); \
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} \
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if (!gen_for.lighting_corner_SW) { \
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gen_for.lighting_corner_SW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y - 1, gen_for.z); \
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} \
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if (!gen_for.lighting_corner_NW) { \
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gen_for.lighting_corner_NW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y, gen_for.z); \
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} \
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gen_for.lighting_corners_initialised = TRUE;
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#define INSERT_CORNERS(insert_into, draw_from) \
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if (!draw_from.lighting_corners_initialised) { \
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GENERATE_MISSING_CORNERS(draw_from); \
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} \
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insert_into[draw_from.lighting_corner_NE] = 0; \
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insert_into[draw_from.lighting_corner_SE] = 0; \
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insert_into[draw_from.lighting_corner_SW] = 0; \
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insert_into[draw_from.lighting_corner_NW] = 0;
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/// Refreshes our lighting source to match its parent atom
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/// Returns TRUE if an update is needed, FALSE otherwise
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/datum/light_source/proc/refresh_values()
|
|
var/update = FALSE
|
|
var/atom/source_atom = src.source_atom
|
|
var/turf/old_source_turf = source_turf
|
|
|
|
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
|
|
|
|
var/atom/visual_source = source_atom
|
|
if(isturf(top_atom))
|
|
visual_source = source_atom
|
|
if(source_turf != top_atom)
|
|
source_turf = top_atom
|
|
update = TRUE
|
|
else
|
|
visual_source = top_atom
|
|
if(top_atom.loc != source_turf)
|
|
source_turf = top_atom.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(source_atom.light_dir != light_dir)
|
|
light_dir = source_atom.light_dir
|
|
update = TRUE
|
|
|
|
if (source_atom.light_angle != light_angle)
|
|
light_angle = source_atom.light_angle
|
|
update = TRUE
|
|
|
|
var/list/visual_offsets = calculate_light_offset(visual_source)
|
|
if(visual_offsets[1] != offset_x || visual_offsets[2] != offset_y || source_turf != old_source_turf)
|
|
offset_x = visual_offsets[1]
|
|
offset_y = visual_offsets[2]
|
|
visual_offset = max(CEILING(abs(offset_x), 1), CEILING(abs(offset_y), 1))
|
|
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
|
|
var/working_range = CEILING(light_range + visual_offset, 1)
|
|
source_turf.luminosity = working_range
|
|
|
|
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(working_range, source_turf))
|
|
if(IS_OPAQUE_TURF(T))
|
|
continue
|
|
INSERT_CORNERS(corners, T)
|
|
source_turf.luminosity = oldlum
|
|
return corners
|
|
|
|
for(var/turf/T in view(working_range, 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
|