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54523c8e37
## About The Pull Request They have bioluminescence trait as endershrooms, but don't glow like endershrooms. That's how it looks when grown:  And it has a weaker light when it's harvested:  ## Why It's Good For The Game It's cool. ## Changelog 🆑 add: Fire Blossoms are now glowy. /🆑
116 lines
5.5 KiB
Plaintext
116 lines
5.5 KiB
Plaintext
///Object doesn't use any of the light systems. Should be changed to add a light source to the object.
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#define NO_LIGHT_SUPPORT 0
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///Light made with the lighting datums, applying a matrix.
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#define STATIC_LIGHT 1
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///Light made by masking the lighting darkness plane.
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#define MOVABLE_LIGHT 2
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///Light made by masking the lighting darkness plane, and is directional.
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#define MOVABLE_LIGHT_DIRECTIONAL 3
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///Light made by masking the lighting darkness plane, and is a directionally focused beam.
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#define MOVABLE_LIGHT_BEAM 4
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/// Nonesensical value for light color, used for null checks.
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#define NONSENSICAL_VALUE -99999
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///Is a movable light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.
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#define LIGHT_ATTACHED (1<<0)
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//Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it
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/// frequency, in 1/10ths of a second, of the lighting process
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#define LIGHTING_INTERVAL 5
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#define MINIMUM_USEFUL_LIGHT_RANGE 1.4
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/// type of falloff to use for lighting; 1 for circular, 2 for square
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#define LIGHTING_FALLOFF 1
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/// use lambertian shading for light sources
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#define LIGHTING_LAMBERTIAN 0
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/// height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
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#define LIGHTING_HEIGHT 1
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/// Value used to round lumcounts, values smaller than 1/129 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
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#define LIGHTING_ROUND_VALUE (1 / 64)
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/// icon used for lighting shading effects
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#define LIGHTING_ICON 'icons/effects/lighting_object.dmi'
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/// If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects.
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/// Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.
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#define LIGHTING_SOFT_THRESHOLD 0
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///How many tiles standard fires glow.
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#define LIGHT_RANGE_FIRE 3
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#define LIGHT_FIRE_BLOSSOM 2.1
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#define LIGHT_RANGE_FIRE_BLOSSOM_HARVESTED 2.7
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#define LIGHT_POWER_FIRE_BLOSSOM_HARVESTED 1.5
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// Lighting cutoff defines
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// These are a percentage of how much darkness to cut off (in rgb)
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#define LIGHTING_CUTOFF_VISIBLE 0
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#define LIGHTING_CUTOFF_REAL_LOW 4.5
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#define LIGHTING_CUTOFF_MEDIUM 15
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#define LIGHTING_CUTOFF_HIGH 30
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#define LIGHTING_CUTOFF_FULLBRIGHT 100
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/// What counts as being able to see in the dark
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#define LIGHTING_NIGHTVISION_THRESHOLD 7
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/// The amount of lumcount on a tile for it to be considered dark (used to determine reading and nyctophobia)
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#define LIGHTING_TILE_IS_DARK 0.2
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//code assumes higher numbers override lower numbers.
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#define LIGHTING_NO_UPDATE 0
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#define LIGHTING_VIS_UPDATE 1
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#define LIGHTING_CHECK_UPDATE 2
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#define LIGHTING_FORCE_UPDATE 3
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#define FLASH_LIGHT_DURATION 2
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#define FLASH_LIGHT_POWER 3
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#define FLASH_LIGHT_RANGE 3.8
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// Emissive blocking.
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/// Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.
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#define EMISSIVE_BLOCK_GENERIC 0
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/// Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.
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#define EMISSIVE_BLOCK_UNIQUE 1
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/// Don't block any emissives. Useful for things like, pieces of paper?
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#define EMISSIVE_BLOCK_NONE 2
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/// The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with [EM_BLOCK_COLOR].
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#define EMISSIVE_COLOR list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 1,1,1,0)
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/// A globaly cached version of [EMISSIVE_COLOR] for quick access.
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GLOBAL_LIST_INIT(emissive_color, EMISSIVE_COLOR)
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/// The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with [EMISSIVE_COLOR].
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#define EM_BLOCK_COLOR list(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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/// A globaly cached version of [EM_BLOCK_COLOR] for quick access.
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GLOBAL_LIST_INIT(em_block_color, EM_BLOCK_COLOR)
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/// A set of appearance flags applied to all emissive and emissive blocker overlays.
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/// KEEP_APART to prevent parent hooking, KEEP_TOGETHER for children, and we reset the color and alpha of our parent so nothing gets overriden
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#define EMISSIVE_APPEARANCE_FLAGS (KEEP_APART|KEEP_TOGETHER|RESET_COLOR|RESET_ALPHA)
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/// The color matrix used to mask out emissive blockers on the emissive plane. Alpha should default to zero, be solely dependent on the RGB value of [EMISSIVE_COLOR], and be independant of the RGB value of [EM_BLOCK_COLOR].
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#define EM_MASK_MATRIX list(0,0,0,1/3, 0,0,0,1/3, 0,0,0,1/3, 0,0,0,0, 1,1,1,0)
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/// A globaly cached version of [EM_MASK_MATRIX] for quick access.
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GLOBAL_LIST_INIT(em_mask_matrix, EM_MASK_MATRIX)
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/// Returns the red part of a #RRGGBB hex sequence as number
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#define GETREDPART(hexa) hex2num(copytext(hexa, 2, 4))
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/// Returns the green part of a #RRGGBB hex sequence as number
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#define GETGREENPART(hexa) hex2num(copytext(hexa, 4, 6))
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/// Returns the blue part of a #RRGGBB hex sequence as number
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#define GETBLUEPART(hexa) hex2num(copytext(hexa, 6, 8))
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/// Parse the hexadecimal color into lumcounts of each perspective.
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#define PARSE_LIGHT_COLOR(source) \
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do { \
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if (source.light_color != COLOR_WHITE) { \
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var/__light_color = source.light_color; \
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source.lum_r = GETREDPART(__light_color) / 255; \
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source.lum_g = GETGREENPART(__light_color) / 255; \
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source.lum_b = GETBLUEPART(__light_color) / 255; \
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} else { \
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source.lum_r = 1; \
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source.lum_g = 1; \
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source.lum_b = 1; \
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}; \
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} while (FALSE)
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