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* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365) ## About The Pull Request Hello friends, I've been on a bit of a lighting kick recently, and I decided I clearly do not have enough things to work on as it is. This pr adds angle support to static lights, and a concepting/debug tool for playing with lights on a map. Let's start from first principles yeah? ### Why Angled Lights? Mappers, since they can't actually see a light's effect in editor, tend to go off gut. That gut is based more off what "makes sense" then how things actually work This means they'll overplace light sources, and also they tend to treat lights, particularly light "bars" (the bigger ones) as directional. So you'll have two lights on either sides of a pillar, lights inside a room with lights outside pointing out, etc.  This has annoying side effects. A lot of our map is overlit, to the point that knocking out a light does.... pretty much nothing. I find this sad, and would like to work to prevent it. I think dark and dim, while it does not suit the normal game, is amazing for vibes, and I want it to be easier to see that. Angled lights bring how lights work more in line with how mappers expect lights work, and avoids bleedover into rooms that shouldn't be bled into, working towards that goal of mine. ### How Angled Lights? This is more complex then you'd first think so we'll go step by step  Oh before we start, some catchup from the last time I touched lighting code. Instead of doing a lighting falloff calculation for each lighting corner (a block that represents the resolution of our lights) in view we instead generate cached lightsheets. These precalculate and store all possible falloffs for x and y distances from a source. This is very useful for angle work, since it makes it almost totally free. Atoms get 2 new values. light_angle and light_dir Light angle is the angle the light uses, and light_dir is a cardinal direction it displays in We take these values, and inside sheetbuilding do some optional angle work. getting the center angle, the angle of a pair of coords, and then the delta between them. This is then multiplied against the standard falloff formula, and job done. We do need some extra fenangling to make this all work nicely tho. We currently use a pixel turf var stored on the light source to do distance calculations. This is the turf we pretend the light source is on for visuals, most often used to make wall lights work nice. The trouble is it's not very granular, and doesn't always have the effect you might want. So, instead of generating and storing a pixel turf to do our distance calculations against, we store x and y offset variables. We use them to expand our working range and sheet size to ensure things visually make sense, and then offset any positions by them. I've added a way for sources to have opinions on their offsets too, and am using them for wall lights. This ensures the angle calculations don't make the wall behind a light fulldark, which would be silly. ### Debug Tool? In the interest of helping with that core problem, lights being complex to display, I've added a prototyping tool to the game. It's locked behind mapping verbs, and works about like this. Once the verb is activated, it iterates over all the sources in the world (except turfs because those are kinda silly), outlining and "freezing" them, preventing any future changes. Then, it adds 3 buttons to the owners of a light source.  The first button toggles the light on and off, as desired. The third allows you to move the source around, with a little targeting icon replacing your mouse The second tho, that's more interesting. The second button opens a debug menu for that light  There's a lot here, let's go through it. Bit on the left is a list of templates, which allow you to sample existing light types (No I have no idea why the background is fullwhite, need to work on that pre merge) You can choose one by clicking it, and hitting the upload button. This replaces your existing lighting values with the template's, alongside replacing its icon and icon state so it looks right. There are three types as of now, mostly for categorization. Bar, which are the larger typically stronger lights, Bulb, which are well, bulbs, and Misc which could be expanded, but currently just contains floor lights. Alongside that you can manually edit the power, range, color and angle of the focused light. I also have support for changing the direction of the light source, since anything that uses directional lighting would also tie light dir to it. This isn't *always* done tho, so I should maybe find a way to edit light dir too. My hope is this tool will allow for better concepting of a room's lights, and easier changing of individual object's light values to suit the right visuals. ### Lemon No Why What Ok so I applied angle lights to bars and bulbs, which means I am changing the lighting of pretty much every map in the codebase. I'm gonna uh, go check my work. Alongside this I intend to give lighting some depth. So if there's room to make a space warmer, or highlight light colors from other sources, I will do that. (Images as examples)  I also want to work on that other goal of mine, making breaking lights matter. So I'll be doing what I can to ensure you only need to break one light to make a meaningful change in the scene. This is semi complicated by one light source not ever actually reaching fullbright on its own, but we do what we must because we can.  I'm as I hope you know biased towards darker spaces, I think contrast has vibes. In particular I do not think strong lights really suit maintenance. Most of what is used there are bulbs, so I'm planning on replacing most uses with low power bulbs, to keep light impacts to rooms, alongside reducing the amount of lights placed in the main tunnels  **If you take issue with this methodology please do so NOW**, I don't want to have to do another pass over things. Oh also I'm saving station maps for last since ruins are less likely to get touched in mapping march and all. ### Misc + Finishing Thoughts Light templates support mirroring vars off typepaths using a subtype, which means all the templates added here do not require updating if the source type changes somehow. I'd like to expand the template list at some point, perhaps in future. I've opened this as a draft to make my intentions to make my changes to lights known, and to serve as motivation for all the map changes I need to do. ### Farish Future I'm unhappy with how we currently configure lights. I would like a system that more directly matches the idea of drawing falloff curves, along with allowing for different falloffs for different colors, alongside extending the idea to angle falloff. This would make out of engine lighting easier, allow for nicer looking lights (red to pink, blue to purple, etc), and improve accessibility by artists. This is slightly far off, because I have other obligations and it's kinda complicated, but I'd like to mention it cause it's one of my many pipedreams. ## Changelog 🆑 add: Added angle lighting, applies it to most wall lights! add: Adds a lighting prototyping tool, mappers go try it out (it's locked behind the mapping verb) /🆑 --------- Co-authored-by: MMMiracles <lolaccount1@ hotmail.com> * [MDB IGNORE] Angled Lights & Lighting Prototyping Tool * Update north_star.dmm * Revert "Update north_star.dmm" This reverts commit bb5b8b5a549f7edc3e23a369a147ed96bab41991. * Updatepaths * Update nukie_base.dmm * Newer version of northstar with the penguins * Update northstar_cryo.dmm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: MMMiracles <lolaccount1@ hotmail.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
545 lines
21 KiB
Plaintext
545 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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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)
|
|
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
|
|
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
|