Files
Bubberstation/code/datums/components
SmArtKar 0b2279d696 Obliterating Obscure Overlay Opalescence: Overlay Lighting Rework (#89868)
## About The Pull Request

Turns overlay lighting into fake-weighted additive lighting, making it
look similar to our current tile lighting.


![dreamseeker_DOFpgyculg](https://github.com/user-attachments/assets/abc2aada-2755-4a9c-b16e-248147ad490c)

<details>

<summary>More pictures</summary>


![dreamseeker_iCYPFgOISk](https://github.com/user-attachments/assets/581f4c02-5e16-450c-8889-adb55b0723f1)

This also allows overlay light colors to blend together nicely


![dreamseeker_7GoTVx6esA](https://github.com/user-attachments/assets/9342f016-9c85-4107-ac1a-963fb533a0aa)


![dreamseeker_3OjuXX0dEK](https://github.com/user-attachments/assets/b5c58ee2-e00c-487c-9938-b4259d5c7c9b)

</details>

Additionally, flashlights can now be spray-painted as blobs of darkness
will no longer be a major issue. Non-overlay sources of blobby darkness
haven't been affected.

## Why It's Good For The Game

Our current overlay lights kinda suck, and there's no way to control how
much color they contribute to total lighting.


![image](https://github.com/user-attachments/assets/51c94259-d31d-46af-85b2-c60955421df5)

Also, when two light overlays meet, whichever one is positioned higher
on the y axis (due to sidemap), or has been dropped last if they're
positioned equally, would completely remove the other one, which looks
really bad.

## Changelog
🆑
refactor: Refactored how overlay lights work - having one in your pocket
will no longer color air around you into piss
qol: Painted flashlights once again emit colored light.
/🆑
2025-03-20 14:58:24 +01:00
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Datum Component System (DCS)

Concept

Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward its arguments with a SendSignal() call. Now every component that want's to can also know about this happening.

HackMD page for an introduction to the system as a whole.

See/Define signals and their arguments in __DEFINES\components.dm