Files
Bubberstation/code/modules/power/lighting/light.dm
Tim 566b9ee1d8 Fix Turf Transparency for MultiZ (#62875)
Fixes #62794 (Catwalk Tiles placed on the lower level of tram appear to be on the upper level)
Fixes #57654 (Open Space shading not always applied)
Fixes #53666 (When standing on a glass floor above a light on the Z level below you the light effect is rendered above the character. This makes light have ugly glows on the floors above. This also happens with grills and lattice.)

Transparent turfs, catwalks, and lighting overlays were badly broken with MultiZ issues. This fixes any transparent turf to appear and be on the same z-level if it has the turf_transparent element. Catwalks will appear and be on the same z-level as well. They were initially glitching to top z-levels causing people to walk over an illusion that caused them to fall to their deaths.

After I fixed these issues I noticed that lighting overlays were also glitching to top z-levels, which looked rather strange as there were lights in the middle of rooms and hallways with no supporting walls. Lights now appear under the transparent turfs properly.

The mapping icons for catwalks displayed the wrong icon_state so I fixed that too.

I made a big refactor for transparency and catwalks code that had to be done to get all of this to work properly.

You no longer have to be afraid of falling off of glass floors, catwalks, or transparent tiles. Also lighting overlays don't glitch through upper z-levels anymore for transparent tiles.
2021-12-29 21:42:49 -08:00

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// the standard tube light fixture
/obj/machinery/light
name = "light fixture"
icon = 'icons/obj/lighting.dmi'
icon_state = "tube"
desc = "A lighting fixture."
layer = WALL_OBJ_LAYER
max_integrity = 100
use_power = ACTIVE_POWER_USE
idle_power_usage = 2
active_power_usage = 20
power_channel = AREA_USAGE_LIGHT //Lights are calc'd via area so they dont need to be in the machine list
///What overlay the light should use
var/overlay_icon = 'icons/obj/lighting_overlay.dmi'
///base description and icon_state
var/base_state = "tube"
///Is the light on?
var/on = FALSE
///compared to the var/on for static calculations
var/on_gs = FALSE
///Amount of power used
var/static_power_used = 0
///Luminosity when on, also used in power calculation
var/brightness = 8
///Basically the alpha of the emitted light source
var/bulb_power = 1
///Default colour of the light.
var/bulb_colour = "#f3fffa"
///LIGHT_OK, _EMPTY, _BURNED or _BROKEN
var/status = LIGHT_OK
///Should we flicker?
var/flickering = FALSE
///The type of light item
var/light_type = /obj/item/light/tube
///String of the light type, used in descriptions and in examine
var/fitting = "tube"
///Count of number of times switched on/off, this is used to calculate the probability the light burns out
var/switchcount = 0
///True if rigged to explode
var/rigged = FALSE
///Cell reference
var/obj/item/stock_parts/cell/cell
///If true, this fixture generates a very weak cell at roundstart
var/start_with_cell = TRUE
///Currently in night shift mode?
var/nightshift_enabled = FALSE
///Set to FALSE to never let this light get switched to night mode.
var/nightshift_allowed = TRUE
///Brightness of the nightshift light
var/nightshift_brightness = 8
///Alpha of the nightshift light
var/nightshift_light_power = 0.45
///Basecolor of the nightshift light
var/nightshift_light_color = "#FFDDCC"
///If true, the light is in emergency mode
var/emergency_mode = FALSE
///If true, this light cannot ever have an emergency mode
var/no_emergency = FALSE
///Multiplier for this light's base brightness in emergency power mode
var/bulb_emergency_brightness_mul = 0.25
///Determines the colour of the light while it's in emergency mode
var/bulb_emergency_colour = "#FF3232"
///The multiplier for determining the light's power in emergency mode
var/bulb_emergency_pow_mul = 0.75
///The minimum value for the light's power in emergency mode
var/bulb_emergency_pow_min = 0.5
/obj/machinery/light/Move()
if(status != LIGHT_BROKEN)
break_light_tube(TRUE)
return ..()
// create a new lighting fixture
/obj/machinery/light/Initialize(mapload)
. = ..()
if(!mapload) //sync up nightshift lighting for player made lights
var/area/local_area = get_area(src)
var/obj/machinery/power/apc/temp_apc = local_area.apc
nightshift_enabled = temp_apc?.nightshift_lights
if(start_with_cell && !no_emergency)
cell = new/obj/item/stock_parts/cell/emergency_light(src)
RegisterSignal(src, COMSIG_LIGHT_EATER_ACT, .proc/on_light_eater)
AddElement(/datum/element/atmos_sensitive, mapload)
return INITIALIZE_HINT_LATELOAD
/obj/machinery/light/LateInitialize()
. = ..()
switch(fitting)
if("tube")
brightness = 8
if(prob(2))
break_light_tube(TRUE)
if("bulb")
brightness = 4
if(prob(5))
break_light_tube(TRUE)
addtimer(CALLBACK(src, .proc/update, FALSE), 0.1 SECONDS)
/obj/machinery/light/Destroy()
var/area/local_area = get_area(src)
if(local_area)
on = FALSE
QDEL_NULL(cell)
return ..()
/obj/machinery/light/update_icon_state()
switch(status) // set icon_states
if(LIGHT_OK)
var/area/local_area = get_area(src)
if(emergency_mode || (local_area?.fire))
icon_state = "[base_state]_emergency"
else
icon_state = "[base_state]"
if(LIGHT_EMPTY)
icon_state = "[base_state]-empty"
if(LIGHT_BURNED)
icon_state = "[base_state]-burned"
if(LIGHT_BROKEN)
icon_state = "[base_state]-broken"
return ..()
/obj/machinery/light/update_overlays()
. = ..()
if(!on || status != LIGHT_OK)
return
var/area/local_area = get_area(src)
if(emergency_mode || (local_area?.fire))
. += mutable_appearance(overlay_icon, "[base_state]_emergency")
return
if(nightshift_enabled)
. += mutable_appearance(overlay_icon, "[base_state]_nightshift")
return
. += mutable_appearance(overlay_icon, base_state)
// update the icon_state and luminosity of the light depending on its state
/obj/machinery/light/proc/update(trigger = TRUE)
switch(status)
if(LIGHT_BROKEN,LIGHT_BURNED,LIGHT_EMPTY)
on = FALSE
emergency_mode = FALSE
if(on)
var/brightness_set = brightness
var/power_set = bulb_power
var/color_set = bulb_colour
if(color)
color_set = color
var/area/local_area = get_area(src)
if (local_area?.fire)
color_set = bulb_emergency_colour
else if (nightshift_enabled)
brightness_set = nightshift_brightness
power_set = nightshift_light_power
if(!color)
color_set = nightshift_light_color
var/matching = light && brightness_set == light.light_range && power_set == light.light_power && color_set == light.light_color
if(!matching)
switchcount++
if(rigged)
if(status == LIGHT_OK && trigger)
explode()
else if( prob( min(60, (switchcount**2)*0.01) ) )
if(trigger)
burn_out()
else
use_power = ACTIVE_POWER_USE
set_light(
l_range = brightness_set,
l_power = power_set,
l_color = color_set
)
else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
use_power = IDLE_POWER_USE
emergency_mode = TRUE
START_PROCESSING(SSmachines, src)
else
use_power = IDLE_POWER_USE
set_light(l_range = 0)
update_appearance()
active_power_usage = (brightness * 10)
if(on != on_gs)
on_gs = on
if(on)
static_power_used = brightness * 20 //20W per unit luminosity
addStaticPower(static_power_used, AREA_USAGE_STATIC_LIGHT)
else
removeStaticPower(static_power_used, AREA_USAGE_STATIC_LIGHT)
broken_sparks(start_only=TRUE)
/obj/machinery/light/update_atom_colour()
..()
update()
/obj/machinery/light/proc/broken_sparks(start_only=FALSE)
if(!QDELETED(src) && status == LIGHT_BROKEN && has_power() && Master.current_runlevel)
if(!start_only)
do_sparks(3, TRUE, src)
var/delay = rand(BROKEN_SPARKS_MIN, BROKEN_SPARKS_MAX)
addtimer(CALLBACK(src, .proc/broken_sparks), delay, TIMER_UNIQUE | TIMER_NO_HASH_WAIT)
/obj/machinery/light/process()
if (!cell)
return PROCESS_KILL
if(has_power())
if (cell.charge == cell.maxcharge)
return PROCESS_KILL
cell.charge = min(cell.maxcharge, cell.charge + LIGHT_EMERGENCY_POWER_USE) //Recharge emergency power automatically while not using it
if(emergency_mode && !use_emergency_power(LIGHT_EMERGENCY_POWER_USE))
update(FALSE) //Disables emergency mode and sets the color to normal
/obj/machinery/light/proc/burn_out()
if(status == LIGHT_OK)
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = FALSE
set_light(l_range = 0)
// attempt to set the light's on/off status
// will not switch on if broken/burned/empty
/obj/machinery/light/proc/set_on(turn_on)
on = (turn_on && status == LIGHT_OK)
update()
/obj/machinery/light/get_cell()
return cell
// examine verb
/obj/machinery/light/examine(mob/user)
. = ..()
switch(status)
if(LIGHT_OK)
. += "It is turned [on? "on" : "off"]."
if(LIGHT_EMPTY)
. += "The [fitting] has been removed."
if(LIGHT_BURNED)
. += "The [fitting] is burnt out."
if(LIGHT_BROKEN)
. += "The [fitting] has been smashed."
if(cell)
. += "Its backup power charge meter reads [round((cell.charge / cell.maxcharge) * 100, 0.1)]%."
// attack with item - insert light (if right type), otherwise try to break the light
/obj/machinery/light/attackby(obj/item/tool, mob/living/user, params)
//Light replacer code
if(istype(tool, /obj/item/lightreplacer))
var/obj/item/lightreplacer/replacer = tool
replacer.ReplaceLight(src, user)
return
// attempt to insert light
if(istype(tool, /obj/item/light))
if(status == LIGHT_OK)
to_chat(user, span_warning("There is a [fitting] already inserted!"))
return
add_fingerprint(user)
var/obj/item/light/light_object = tool
if(!istype(light_object, light_type))
to_chat(user, span_warning("This type of light requires a [fitting]!"))
return
if(!user.temporarilyRemoveItemFromInventory(light_object))
return
add_fingerprint(user)
if(status != LIGHT_EMPTY)
drop_light_tube(user)
to_chat(user, span_notice("You replace [light_object]."))
else
to_chat(user, span_notice("You insert [light_object]."))
status = light_object.status
switchcount = light_object.switchcount
rigged = light_object.rigged
brightness = light_object.brightness
on = has_power()
update()
qdel(light_object)
if(on && rigged)
explode()
return
// attempt to stick weapon into light socket
if(status != LIGHT_EMPTY)
return ..()
if(tool.tool_behaviour == TOOL_SCREWDRIVER) //If it's a screwdriver open it.
tool.play_tool_sound(src, 75)
user.visible_message(span_notice("[user.name] opens [src]'s casing."), \
span_notice("You open [src]'s casing."), span_hear("You hear a noise."))
deconstruct()
return
to_chat(user, span_userdanger("You stick \the [tool] into the light socket!"))
if(has_power() && (tool.flags_1 & CONDUCT_1))
do_sparks(3, TRUE, src)
if (prob(75))
electrocute_mob(user, get_area(src), src, (rand(7,10) * 0.1), TRUE)
/obj/machinery/light/deconstruct(disassembled = TRUE)
if(flags_1 & NODECONSTRUCT_1)
qdel(src)
return
var/obj/structure/light_construct/new_light = null
var/current_stage = 2
if(!disassembled)
current_stage = 1
switch(fitting)
if("tube")
new_light = new /obj/structure/light_construct(loc)
new_light.icon_state = "tube-construct-stage[current_stage]"
if("bulb")
new_light = new /obj/structure/light_construct/small(loc)
new_light.icon_state = "bulb-construct-stage[current_stage]"
new_light.setDir(dir)
new_light.stage = current_stage
if(!disassembled)
new_light.take_damage(new_light.max_integrity * 0.5, sound_effect=FALSE)
if(status != LIGHT_BROKEN)
break_light_tube()
if(status != LIGHT_EMPTY)
drop_light_tube()
new /obj/item/stack/cable_coil(loc, 1, "red")
transfer_fingerprints_to(new_light)
if(!QDELETED(cell))
new_light.cell = cell
cell.forceMove(new_light)
cell = null
qdel(src)
/obj/machinery/light/attacked_by(obj/item/attacking_object, mob/living/user)
..()
if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
return
if(!on || !(attacking_object.flags_1 & CONDUCT_1))
return
if(prob(12))
electrocute_mob(user, get_area(src), src, 0.3, TRUE)
/obj/machinery/light/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
. = ..()
if(. && !QDELETED(src))
if(prob(damage_amount * 5))
break_light_tube()
/obj/machinery/light/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
switch(status)
if(LIGHT_EMPTY)
playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE)
if(LIGHT_BROKEN)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, TRUE)
else
playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 100, TRUE)
// returns if the light has power /but/ is manually turned off
// if a light is turned off, it won't activate emergency power
/obj/machinery/light/proc/turned_off()
var/area/local_area = get_area(src)
return !local_area.lightswitch && local_area.power_light || flickering
// returns whether this light has power
// true if area has power and lightswitch is on
/obj/machinery/light/proc/has_power()
var/area/local_area = get_area(src)
return local_area.lightswitch && local_area.power_light
// returns whether this light has emergency power
// can also return if it has access to a certain amount of that power
/obj/machinery/light/proc/has_emergency_power(power_usage_amount)
if(no_emergency || !cell)
return FALSE
if(power_usage_amount ? cell.charge >= power_usage_amount : cell.charge)
return status == LIGHT_OK
// attempts to use power from the installed emergency cell, returns true if it does and false if it doesn't
/obj/machinery/light/proc/use_emergency_power(power_usage_amount = LIGHT_EMERGENCY_POWER_USE)
if(!has_emergency_power(power_usage_amount))
return FALSE
if(cell.charge > 300) //it's meant to handle 120 W, ya doofus
visible_message(span_warning("[src] short-circuits from too powerful of a power cell!"))
burn_out()
return FALSE
cell.use(power_usage_amount)
set_light(
l_range = brightness * bulb_emergency_brightness_mul,
l_power = max(bulb_emergency_pow_min, bulb_emergency_pow_mul * (cell.charge / cell.maxcharge)),
l_color = bulb_emergency_colour
)
return TRUE
/obj/machinery/light/proc/flicker(amount = rand(10, 20))
set waitfor = FALSE
if(flickering)
return
flickering = TRUE
if(on && status == LIGHT_OK)
for(var/i in 1 to amount)
if(status != LIGHT_OK)
break
on = !on
update(FALSE)
sleep(rand(5, 15))
on = (status == LIGHT_OK)
update(FALSE)
. = TRUE //did we actually flicker?
flickering = FALSE
// ai attack - make lights flicker, because why not
/obj/machinery/light/attack_ai(mob/user)
no_emergency = !no_emergency
to_chat(user, span_notice("Emergency lights for this fixture have been [no_emergency ? "disabled" : "enabled"]."))
update(FALSE)
return
// attack with hand - remove tube/bulb
// if hands aren't protected and the light is on, burn the player
/obj/machinery/light/attack_hand(mob/living/carbon/human/user, list/modifiers)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
if(status == LIGHT_EMPTY)
to_chat(user, span_warning("There is no [fitting] in this light!"))
return
// make it burn hands unless you're wearing heat insulated gloves or have the RESISTHEAT/RESISTHEATHANDS traits
if(!on)
to_chat(user, span_notice("You remove the light [fitting]."))
// create a light tube/bulb item and put it in the user's hand
drop_light_tube(user)
return
var/protection_amount = 0
var/mob/living/carbon/human/electrician = user
if(istype(electrician))
var/obj/item/organ/stomach/maybe_stomach = electrician.getorganslot(ORGAN_SLOT_STOMACH)
if(istype(maybe_stomach, /obj/item/organ/stomach/ethereal))
var/obj/item/organ/stomach/ethereal/stomach = maybe_stomach
if(stomach.drain_time > world.time)
return
to_chat(electrician, span_notice("You start channeling some power through the [fitting] into your body."))
stomach.drain_time = world.time + LIGHT_DRAIN_TIME
if(do_after(user, LIGHT_DRAIN_TIME, target = src))
if(istype(stomach))
to_chat(electrician, span_notice("You receive some charge from the [fitting]."))
stomach.adjust_charge(LIGHT_POWER_GAIN)
else
to_chat(electrician, span_warning("You can't receive charge from the [fitting]!"))
return
if(electrician.gloves)
var/obj/item/clothing/gloves/electrician_gloves = electrician.gloves
if(electrician_gloves.max_heat_protection_temperature)
protection_amount = (electrician_gloves.max_heat_protection_temperature > 360)
else
protection_amount = 1
if(protection_amount > 0 || HAS_TRAIT(user, TRAIT_RESISTHEAT) || HAS_TRAIT(user, TRAIT_RESISTHEATHANDS))
to_chat(user, span_notice("You remove the light [fitting]."))
else if(istype(user) && user.dna.check_mutation(TK))
to_chat(user, span_notice("You telekinetically remove the light [fitting]."))
else
var/obj/item/bodypart/affecting = electrician.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting?.receive_damage( 0, 5 )) // 5 burn damage
electrician.update_damage_overlays()
if(HAS_TRAIT(user, TRAIT_LIGHTBULB_REMOVER))
to_chat(user, span_notice("You feel like you're burning, but you can push through."))
if(!do_after(user, 5 SECONDS, target = src))
return
if(affecting?.receive_damage( 0, 10 )) // 10 more burn damage
electrician.update_damage_overlays()
to_chat(user, span_notice("You manage to remove the light [fitting], shattering it in process."))
break_light_tube()
else
to_chat(user, span_warning("You try to remove the light [fitting], but you burn your hand on it!"))
return
// create a light tube/bulb item and put it in the user's hand
drop_light_tube(user)
/obj/machinery/light/proc/drop_light_tube(mob/user)
var/obj/item/light/light_object = new light_type()
light_object.status = status
light_object.rigged = rigged
light_object.brightness = brightness
// light item inherits the switchcount, then zero it
light_object.switchcount = switchcount
switchcount = 0
light_object.update()
light_object.forceMove(loc)
if(user) //puts it in our active hand
light_object.add_fingerprint(user)
user.put_in_active_hand(light_object)
status = LIGHT_EMPTY
update()
return light_object
/obj/machinery/light/attack_tk(mob/user)
if(status == LIGHT_EMPTY)
to_chat(user, span_warning("There is no [fitting] in this light!"))
return
to_chat(user, span_notice("You telekinetically remove the light [fitting]."))
// create a light tube/bulb item and put it in the user's hand
var/obj/item/light/light_tube = drop_light_tube()
return light_tube.attack_tk(user)
// break the light and make sparks if was on
/obj/machinery/light/proc/break_light_tube(skip_sound_and_sparks = FALSE)
if(status == LIGHT_EMPTY || status == LIGHT_BROKEN)
return
if(!skip_sound_and_sparks)
if(status == LIGHT_OK || status == LIGHT_BURNED)
playsound(loc, 'sound/effects/glasshit.ogg', 75, TRUE)
if(on)
do_sparks(3, TRUE, src)
status = LIGHT_BROKEN
update()
/obj/machinery/light/proc/fix()
if(status == LIGHT_OK)
return
status = LIGHT_OK
brightness = initial(brightness)
on = TRUE
update()
/obj/machinery/light/zap_act(power, zap_flags)
var/explosive = zap_flags & ZAP_MACHINE_EXPLOSIVE
zap_flags &= ~(ZAP_MACHINE_EXPLOSIVE | ZAP_OBJ_DAMAGE)
. = ..()
if(explosive)
explosion(src, flame_range = 5, adminlog = FALSE)
qdel(src)
// called when area power state changes
/obj/machinery/light/power_change()
SHOULD_CALL_PARENT(FALSE)
var/area/local_area = get_area(src)
set_on(local_area.lightswitch && local_area.power_light)
// called when heated
/obj/machinery/light/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return exposed_temperature > 673
/obj/machinery/light/atmos_expose(datum/gas_mixture/air, exposed_temperature)
if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
break_light_tube()
// explode the light
/obj/machinery/light/proc/explode()
set waitfor = 0
break_light_tube() // break it first to give a warning
sleep(2)
explosion(src, light_impact_range = 2, flash_range = -1)
sleep(1)
qdel(src)
/obj/machinery/light/proc/on_light_eater(obj/machinery/light/source, datum/light_eater)
SIGNAL_HANDLER
. = COMPONENT_BLOCK_LIGHT_EATER
if(status == LIGHT_EMPTY)
return
var/obj/item/light/tube = drop_light_tube()
tube?.burn()
return
/obj/machinery/light/floor
name = "floor light"
icon = 'icons/obj/lighting.dmi'
base_state = "floor" // base description and icon_state
icon_state = "floor"
brightness = 4
layer = 2.5
light_type = /obj/item/light/bulb
fitting = "bulb"