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* Overlay lighting component (#52413) Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever. It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay: This is a BYOND limitation, very well worth it IMO. 🆑 add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy. balance: Light sources no longer stack in range, though they still do in intensity. /🆑 * Overlay lighting component Co-authored-by: Rohesie <rohesie@gmail.com>
179 lines
4.9 KiB
Plaintext
179 lines
4.9 KiB
Plaintext
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// The proc you should always use to set the light of this atom.
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// Nonesensical value for l_color default, so we can detect if it gets set to null.
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#define NONSENSICAL_VALUE -99999
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/atom/proc/set_light(l_range, l_power, l_color = NONSENSICAL_VALUE)
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if(l_range > 0 && l_range < MINIMUM_USEFUL_LIGHT_RANGE)
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l_range = MINIMUM_USEFUL_LIGHT_RANGE //Brings the range up to 1.4, which is just barely brighter than the soft lighting that surrounds players.
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if (l_power != null)
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light_power = l_power
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if (l_range != null)
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light_range = l_range
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if (l_color != NONSENSICAL_VALUE)
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light_color = l_color
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SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT, l_range, l_power, l_color)
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update_light()
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#undef NONSENSICAL_VALUE
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// Will update the light (duh).
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// Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf...
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/atom/proc/update_light()
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set waitfor = FALSE
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if (QDELETED(src))
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return
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if(light_system != STATIC_LIGHT)
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CRASH("update_light() for [src] with following light_system value: [light_system]")
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if (!light_power || !light_range) // We won't emit light anyways, destroy the light source.
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QDEL_NULL(light)
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else
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if (!ismovable(loc)) // We choose what atom should be the top atom of the light here.
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. = src
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else
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. = loc
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if (light) // Update the light or create it if it does not exist.
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light.update(.)
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else
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light = new/datum/light_source(src, .)
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/**
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* Updates the atom's opacity value.
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*
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* This exists to act as a hook for associated behavior.
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* It notifies (potentially) affected light sources so they can update (if needed).
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*/
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/atom/proc/set_opacity(new_opacity)
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if (new_opacity == opacity)
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return
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SEND_SIGNAL(src, COMSIG_ATOM_SET_OPACITY, new_opacity)
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. = opacity
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opacity = new_opacity
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/atom/movable/set_opacity(new_opacity)
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. = ..()
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if(isnull(.) || !isturf(loc))
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return
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if(opacity)
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AddElement(/datum/element/light_blocking)
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else
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RemoveElement(/datum/element/light_blocking)
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/turf/set_opacity(new_opacity)
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. = ..()
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if(isnull(.))
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return
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recalculate_directional_opacity()
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/atom/movable/Moved(atom/OldLoc, Dir)
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. = ..()
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var/datum/light_source/L
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var/thing
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for (thing in light_sources) // Cycle through the light sources on this atom and tell them to update.
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L = thing
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L.source_atom.update_light()
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/atom/vv_edit_var(var_name, var_value)
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switch (var_name)
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if (NAMEOF(src, light_range))
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if(light_system == STATIC_LIGHT)
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set_light(l_range = var_value)
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else
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set_light_range(var_value)
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datum_flags |= DF_VAR_EDITED
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return TRUE
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if (NAMEOF(src, light_power))
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if(light_system == STATIC_LIGHT)
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set_light(l_power = var_value)
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else
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set_light_power(var_value)
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datum_flags |= DF_VAR_EDITED
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return TRUE
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if (NAMEOF(src, light_color))
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if(light_system == STATIC_LIGHT)
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set_light(l_color = var_value)
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else
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set_light_color(var_value)
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datum_flags |= DF_VAR_EDITED
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return TRUE
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return ..()
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/atom/proc/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
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return
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/turf/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
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if(!_duration)
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stack_trace("Lighting FX obj created on a turf without a duration")
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new /obj/effect/dummy/lighting_obj (src, _range, _power, _color, _duration)
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/obj/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
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if(!_duration)
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stack_trace("Lighting FX obj created on a obj without a duration")
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new /obj/effect/dummy/lighting_obj (get_turf(src), _range, _power, _color, _duration)
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/mob/living/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
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mob_light(_range, _power, _color, _duration)
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/mob/living/proc/mob_light(_range, _power, _color, _duration)
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var/obj/effect/dummy/lighting_obj/moblight/mob_light_obj = new (src, _range, _power, _color, _duration)
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return mob_light_obj
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/atom/proc/set_light_range(new_range)
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if(new_range == light_range)
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return
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SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_RANGE, new_range)
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. = light_range
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light_range = new_range
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/atom/proc/set_light_power(new_power)
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if(new_power == light_power)
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return
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SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_POWER, new_power)
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. = light_power
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light_power = new_power
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/atom/proc/set_light_color(new_color)
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if(new_color == light_color)
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return
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SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_COLOR, new_color)
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. = light_color
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light_color = new_color
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/atom/proc/set_light_on(new_value)
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if(new_value == light_on)
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return
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SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_ON, new_value)
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. = light_on
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light_on = new_value
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/atom/proc/set_light_flags(new_value)
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if(new_value == light_flags)
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return
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SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_FLAGS, new_value)
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. = light_flags
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light_flags = new_value
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