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Works pretty well. If it can't GC something, it'll just del() it and be done. Speed is amazing, holy shit. New procs you should be aware of: qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable). atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d. new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary. Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set. ISSUES: Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things. Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day. qdel() equipment doesn't unequip the item. Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here. Bots don't GC, probably in the radio controller. Lots of other shit doesn't GC but it's hard to find them because of the pipe spam. I think I'm calling Destroy() twice by accident.
339 lines
12 KiB
Plaintext
339 lines
12 KiB
Plaintext
/*
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Modified DynamicAreaLighting for TGstation - Coded by Carnwennan
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This is TG's 'new' lighting system. It's basically a heavily modified combination of Forum_Account's and
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ShadowDarke's respective lighting libraries. Credits, where due, to them.
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Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
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by using the var/tag variable and moving turfs into the contents list of the correct sub-area. This method is
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much less costly than using overlays or objects.
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Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
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(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
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update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
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means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
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over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
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setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
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turning it back on with lighting_controller.processing = 1.
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Unlike our old system there are hardcoded maximum luminositys (different for certain atoms).
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This is to cap the cost of creating lighting effects.
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(without this, an atom with luminosity of 20 would have to update 41^2 turfs!) :s
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Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
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have larger memory requirements than our previous system but it's easily worth the hassle for the greater control we
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gain. It also reduces cost of removing lighting effects by a lot!
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Known Issues/TODO:
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Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
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No directional lighting support. (prototype looked ugly)
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*/
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#define LIGHTING_CIRCULAR 1 //comment this out to use old square lighting effects.
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#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
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#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha6.dmi' //Icon used for lighting shading effects
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datum/light_source
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var/atom/owner
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var/changed = 1
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var/list/effect = list()
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var/__x = 0 //x coordinate at last update
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var/__y = 0 //y coordinate at last update
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New(atom/A)
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if(!istype(A))
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CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
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..()
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owner = A
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__x = owner.x
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__y = owner.y
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// the lighting object maintains a list of all light sources
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lighting_controller.lights += src
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//Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
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proc/check()
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if(!owner)
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remove_effect()
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return 1 //causes it to be removed from our list of lights. The garbage collector will then destroy it.
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// check to see if we've moved since last update
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if(owner.x != __x || owner.y != __y)
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__x = owner.x
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__y = owner.y
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changed = 1
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if(changed)
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changed = 0
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remove_effect()
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return add_effect()
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return 0
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proc/remove_effect()
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// before we apply the effect we remove the light's current effect.
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for(var/turf/T in effect) // negate the effect of this light source
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T.update_lumcount(-effect[T])
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effect.Cut() // clear the effect list
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proc/add_effect()
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// only do this if the light is turned on and is on the map
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if(owner.loc && owner.luminosity > 0)
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effect = list()
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for(var/turf/T in view(owner.get_light_range(),owner))
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var/delta_lumen = lum(T)
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if(delta_lumen > 0)
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effect[T] = delta_lumen
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T.update_lumcount(delta_lumen)
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return 0
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else
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owner.light = null
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return 1 //cause the light to be removed from the lights list and garbage collected once it's no
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//longer referenced by the queue
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proc/lum(turf/A)
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if (owner.trueLuminosity < 1)
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return 0
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var/dist
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if(!A)
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dist = 0
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else
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#ifdef LIGHTING_CIRCULAR
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dist = cheap_hypotenuse(A.x, A.y, __x, __y)
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#else
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dist = max(abs(A.x - __x), abs(A.y - __y))
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#endif
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if (owner.trueLuminosity > 100) // This will never happen... right?
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return sqrt(owner.trueLuminosity) - dist
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else
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return sqrtTable[owner.trueLuminosity] - dist
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atom
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var/datum/light_source/light
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var/trueLuminosity = 0 // Typically 'luminosity' squared. The builtin luminosity must remain linear.
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// We may read it, but NEVER set it directly.
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//Turfs with opacity when they are constructed will trigger nearby lights to update
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//Turfs and atoms with luminosity when they are constructed will create a light_source automatically
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turf/New()
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..()
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if(luminosity)
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if(light) warning("[type] - Don't set lights up manually during New(), We do it automatically.")
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trueLuminosity = luminosity * luminosity
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light = new(src)
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//Movable atoms with opacity when they are constructed will trigger nearby lights to update
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//Movable atoms with luminosity when they are constructed will create a light_source automatically
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atom/movable/New()
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..()
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if(opacity)
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if(isturf(loc))
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if(loc:lighting_lumcount > 1)
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UpdateAffectingLights()
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if(luminosity)
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if(light) warning("[type] - Don't set lights up manually during New(), We do it automatically.")
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trueLuminosity = luminosity * luminosity
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light = new(src)
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//Objects with opacity will trigger nearby lights to update at next lighting process.
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atom/movable/Destroy()
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if(opacity)
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if(isturf(loc))
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if(loc:lighting_lumcount > 1)
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UpdateAffectingLights()
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return ..()
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//Sets our luminosity.
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//If we have no light it will create one.
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//If we are setting luminosity to 0 the light will be cleaned up by the controller and garbage collected once all its
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//queues are complete.
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//if we have a light already it is merely updated, rather than making a new one.
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atom/proc/SetLuminosity(new_luminosity, trueLum = FALSE)
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if(new_luminosity < 0)
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new_luminosity = 0
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if(!trueLum)
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new_luminosity *= new_luminosity
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if(light)
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if(trueLuminosity != new_luminosity) //non-luminous lights are removed from the lights list in add_effect()
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light.changed = 1
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else
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if(new_luminosity)
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light = new(src)
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trueLuminosity = new_luminosity
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if (trueLuminosity < 1)
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luminosity = 0
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else if (trueLuminosity <= 100)
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luminosity = sqrtTable[trueLuminosity]
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else
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luminosity = sqrt(trueLuminosity)
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atom/proc/AddLuminosity(delta_luminosity)
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if(delta_luminosity > 0)
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SetLuminosity(trueLuminosity + delta_luminosity*delta_luminosity, TRUE)
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else if(delta_luminosity < 0)
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SetLuminosity(trueLuminosity - delta_luminosity*delta_luminosity, TRUE)
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area/SetLuminosity(new_luminosity) //we don't want dynamic lighting for areas
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luminosity = !!new_luminosity
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trueLuminosity = luminosity
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//change our opacity (defaults to toggle), and then update all lights that affect us.
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atom/proc/SetOpacity(new_opacity)
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if(new_opacity == null)
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new_opacity = !opacity //default = toggle opacity
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else if(opacity == new_opacity)
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return 0 //opacity hasn't changed! don't bother doing anything
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opacity = new_opacity //update opacity, the below procs now call light updates.
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return 1
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turf/SetOpacity(new_opacity)
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if(..()==1) //only bother if opacity changed
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if(lighting_lumcount) //only bother with an update if our turf is currently affected by a light
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UpdateAffectingLights()
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/atom/movable/SetOpacity(new_opacity)
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if(..()==1) //only bother if opacity changed
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if(isturf(loc)) //only bother with an update if we're on a turf
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var/turf/T = loc
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if(T.lighting_lumcount) //only bother with an update if our turf is currently affected by a light
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UpdateAffectingLights()
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turf
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var/lighting_lumcount = 0
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var/lighting_changed = 0
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turf/space
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lighting_lumcount = 4 //starlight
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turf/proc/update_lumcount(amount)
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lighting_lumcount += amount
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if(!lighting_changed)
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lighting_controller.changed_turfs += src
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lighting_changed = 1
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turf/proc/lighting_tag(var/level)
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var/area/A = loc
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return A.tagbase + "sd_L[level]"
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turf/proc/build_lighting_area(var/tag, var/level)
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var/area/Area = loc
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var/area/A = new Area.type() // create area if it wasn't found
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// replicate vars
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for(var/V in Area.vars)
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switch(V)
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if("contents","lighting_overlay","overlays") continue
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else
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if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V]
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A.tag = tag
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A.lighting_subarea = 1
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A.lighting_space = 0 // in case it was copied from a space subarea
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A.SetLightLevel(level)
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Area.related += A
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return A
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turf/proc/shift_to_subarea()
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lighting_changed = 0
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var/area/Area = loc
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if(!istype(Area) || !Area.lighting_use_dynamic) return
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var/level = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
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var/new_tag = lighting_tag(level)
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if(Area.tag!=new_tag) //skip if already in this area
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var/area/A = locate(new_tag) // find an appropriate area
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if(!A)
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A = build_lighting_area(new_tag,level)
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A.contents += src // move the turf into the area
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// Dedicated lighting sublevel for space turfs
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// helps us depower things in space, remove space fire alarms,
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// and evens out space lighting
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turf/space/lighting_tag(var/level)
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var/area/A = loc
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return A.tagbase + "sd_L_space"
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turf/space/build_lighting_area(var/tag,var/level)
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var/area/A = ..(tag,4)
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A.lighting_space = 1
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A.SetLightLevel(4)
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A.icon_state = null
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return A
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area
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var/lighting_use_dynamic = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area
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var/image/lighting_overlay //tracks the darkness image of the area for easy removal
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var/lighting_subarea = 0 //tracks whether we're a lighting sub-area
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var/lighting_space = 0 // true for space-only lighting subareas
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var/tagbase
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proc/SetLightLevel(light)
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if(!src) return
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if(light <= 0)
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light = 0
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luminosity = 0
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else
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if(light > lighting_controller.lighting_states)
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light = lighting_controller.lighting_states
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luminosity = 1
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if(lighting_overlay)
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overlays -= lighting_overlay
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lighting_overlay.icon_state = "[light]"
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else
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lighting_overlay = image(LIGHTING_ICON,,num2text(light),LIGHTING_LAYER)
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overlays += lighting_overlay
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proc/SetDynamicLighting()
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src.lighting_use_dynamic = 1
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for(var/turf/T in src.contents)
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T.update_lumcount(0)
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proc/InitializeLighting() //TODO: could probably improve this bit ~Carn
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tagbase = "[type]"
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if(!tag) tag = tagbase
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if(!lighting_use_dynamic)
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if(!lighting_subarea) // see if this is a lighting subarea already
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//show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly.
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SetLightLevel(4)
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#undef LIGHTING_LAYER
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#undef LIGHTING_CIRCULAR
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//#undef LIGHTING_ICON
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#define LIGHTING_MAX_LUMINOSITY_STATIC 8 //Maximum luminosity to reduce lag.
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#define LIGHTING_MAX_LUMINOSITY_MOBILE 5 //Moving objects have a lower max luminosity since these update more often. (lag reduction)
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#define LIGHTING_MAX_LUMINOSITY_TURF 1 //turfs have a severely shortened range to protect from inevitable floor-lighttile spam.
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//set the changed status of all lights which could have possibly lit this atom.
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//We don't need to worry about lights which lit us but moved away, since they will have change status set already
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//This proc can cause lots of lights to be updated. :(
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atom/proc/UpdateAffectingLights()
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for(var/atom/A in oview(LIGHTING_MAX_LUMINOSITY_STATIC-1,src))
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if(A.light)
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A.light.changed = 1 //force it to update at next process()
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//caps luminosity effects max-range based on what type the light's owner is.
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atom/proc/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC)
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atom/movable/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_MOBILE)
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obj/machinery/light/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC)
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turf/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_TURF)
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#undef LIGHTING_MAX_LUMINOSITY_STATIC
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#undef LIGHTING_MAX_LUMINOSITY_MOBILE
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#undef LIGHTING_MAX_LUMINOSITY_TURF |