Files
Bubberstation/code/modules/lighting/lighting_atom.dm
SkyratBot 3b623b8b67 [MIRROR] [READY]Directional lighting component + light system (#1474)
* Directional lighting component + light system (#54520)

Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.

It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun

* [READY]Directional lighting component + light system

Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-26 09:13:47 +01:00

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// The proc you should always use to set the light of this atom.
// Nonesensical value for l_color default, so we can detect if it gets set to null.
#define NONSENSICAL_VALUE -99999
/atom/proc/set_light(l_range, l_power, l_color = NONSENSICAL_VALUE, l_on)
if(l_range > 0 && l_range < MINIMUM_USEFUL_LIGHT_RANGE)
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.
if (!isnull(l_power))
light_power = l_power
if (!isnull(l_range))
light_range = l_range
if (l_color != NONSENSICAL_VALUE)
light_color = l_color
if(!isnull(l_on))
light_on = l_on
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT, l_range, l_power, l_color, l_on)
update_light()
#undef NONSENSICAL_VALUE
// Will update the light (duh).
// Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf...
/atom/proc/update_light()
set waitfor = FALSE
if (QDELETED(src))
return
if(light_system != STATIC_LIGHT)
CRASH("update_light() for [src] with following light_system value: [light_system]")
if (!light_power || !light_range || !light_on) // We won't emit light anyways, destroy the light source.
QDEL_NULL(light)
else
if (!ismovable(loc)) // We choose what atom should be the top atom of the light here.
. = src
else
. = loc
if (light) // Update the light or create it if it does not exist.
light.update(.)
else
light = new/datum/light_source(src, .)
/**
* Updates the atom's opacity value.
*
* This exists to act as a hook for associated behavior.
* It notifies (potentially) affected light sources so they can update (if needed).
*/
/atom/proc/set_opacity(new_opacity)
if (new_opacity == opacity)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_OPACITY, new_opacity)
. = opacity
opacity = new_opacity
/atom/movable/set_opacity(new_opacity)
. = ..()
if(isnull(.) || !isturf(loc))
return
if(opacity)
AddElement(/datum/element/light_blocking)
else
RemoveElement(/datum/element/light_blocking)
/turf/set_opacity(new_opacity)
. = ..()
if(isnull(.))
return
recalculate_directional_opacity()
/atom/movable/Moved(atom/OldLoc, Dir)
. = ..()
var/datum/light_source/L
var/thing
for (thing in light_sources) // Cycle through the light sources on this atom and tell them to update.
L = thing
L.source_atom.update_light()
/atom/proc/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
return
/turf/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
if(!_duration)
stack_trace("Lighting FX obj created on a turf without a duration")
new /obj/effect/dummy/lighting_obj (src, _range, _power, _color, _duration)
/obj/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
if(!_duration)
stack_trace("Lighting FX obj created on a obj without a duration")
new /obj/effect/dummy/lighting_obj (get_turf(src), _range, _power, _color, _duration)
/mob/living/flash_lighting_fx(_range = FLASH_LIGHT_RANGE, _power = FLASH_LIGHT_POWER, _color = COLOR_WHITE, _duration = FLASH_LIGHT_DURATION)
mob_light(_range, _power, _color, _duration)
/mob/living/proc/mob_light(_range, _power, _color, _duration)
var/obj/effect/dummy/lighting_obj/moblight/mob_light_obj = new (src, _range, _power, _color, _duration)
return mob_light_obj
/atom/proc/set_light_range(new_range)
if(new_range == light_range)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_RANGE, new_range)
. = light_range
light_range = new_range
/atom/proc/set_light_power(new_power)
if(new_power == light_power)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_POWER, new_power)
. = light_power
light_power = new_power
/atom/proc/set_light_color(new_color)
if(new_color == light_color)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_COLOR, new_color)
. = light_color
light_color = new_color
/atom/proc/set_light_on(new_value)
if(new_value == light_on)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_ON, new_value)
. = light_on
light_on = new_value
/atom/proc/set_light_flags(new_value)
if(new_value == light_flags)
return
SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT_FLAGS, new_value)
. = light_flags
light_flags = new_value