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Bubberstation/code/modules/lighting/static_lighting_area.dm
SkyratBot 17a7b8f2fb [MIRROR] Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) [MDB IGNORE] (#24406)
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)

## About The Pull Request

[Implements a setter for starlight
variables](af34f06b41)

I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.

This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.

Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)

[Reworks how starlight overlays
work](9da4bc38e2)

Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.

This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.

It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear

[Removes parallax starlight
coloring.](5f701a1b13)

I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.

[Adds some visual effects to narsie being
summoned](a423cfcb2b)

As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.

It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game

Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff

Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.

This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog

🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑

* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects)

* Update space.dm

* Update shuttles.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-18 01:23:18 -04:00

60 lines
2.2 KiB
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/// List of plane offset + 1 -> object to display to use
/// Fills with offsets as they are generated
/// Holds a list of objects that represent starlight. The idea is to render_source them
/// So modifying starlight requires touching only one place (NOTE: this doesn't work for the area overlays)
/// In order to modify them you need to use set_starlight. Areas don't work with render sources it looks like
GLOBAL_LIST_INIT_TYPED(starlight_objects, /obj, list(starlight_object(0)))
/obj/starlight_appearance
icon = 'icons/effects/alphacolors.dmi'
icon_state = "white"
layer = LIGHTING_PRIMARY_LAYER
blend_mode = BLEND_ADD
screen_loc = "1,1"
/proc/starlight_object(offset)
var/obj/starlight_appearance/glow = new()
SET_PLANE_W_SCALAR(glow, LIGHTING_PLANE, offset)
glow.layer = LIGHTING_PRIMARY_LAYER
glow.blend_mode = BLEND_ADD
glow.color = GLOB.starlight_color
glow.render_target = SPACE_OVERLAY_RENDER_TARGET(offset)
return glow
/// List of plane offset + 1 -> mutable appearance to use
/// Fills with offsets as they are generated
/// They mirror their appearance from the starlight objects, which lets us save
/// time updating them
GLOBAL_LIST_INIT_TYPED(starlight_overlays, /obj, list(starlight_overlay(0)))
/proc/starlight_overlay(offset)
var/mutable_appearance/glow = new /mutable_appearance()
SET_PLANE_W_SCALAR(glow, LIGHTING_PLANE, offset)
glow.layer = LIGHTING_PRIMARY_LAYER
glow.blend_mode = BLEND_ADD
glow.render_source = SPACE_OVERLAY_RENDER_TARGET(offset)
return glow
/area
///Whether this area allows static lighting and thus loads the lighting objects
var/static_lighting = TRUE
//Non static lighting areas.
//Any lighting area that wont support static lights.
//These areas will NOT have corners generated.
///regenerates lighting objects for turfs in this area, primary use is VV changes
/area/proc/create_area_lighting_objects()
for(var/turf/T in src)
if(T.space_lit)
continue
T.lighting_build_overlay()
CHECK_TICK
///Removes lighting objects from turfs in this area if we have them, primary use is VV changes
/area/proc/remove_area_lighting_objects()
for(var/turf/T in src)
if(T.space_lit)
continue
T.lighting_clear_overlay()
CHECK_TICK