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* 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>
154 lines
4.3 KiB
Plaintext
154 lines
4.3 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, l_on)
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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 (!isnull(l_power))
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light_power = l_power
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if (!isnull(l_range))
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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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if(!isnull(l_on))
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light_on = l_on
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SEND_SIGNAL(src, COMSIG_ATOM_SET_LIGHT, l_range, l_power, l_color, l_on)
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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 || !light_on) // 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/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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