Whitespace cleanup part 2. (#19891)

This commit is contained in:
warriorstar-orion
2022-12-24 12:38:43 -05:00
committed by GitHub
parent 19d759b257
commit a7d09cf033
134 changed files with 652 additions and 656 deletions
+48 -48
View File
@@ -4,64 +4,64 @@ BS12 object based lighting system
/*
Changes from tg DAL:
- Lighting is done using objects instead of subareas.
- Animated transitions. (newer tg DAL has this)
- Full colours with mixing.
- Support for lights on shuttles.
- Code:
- Instead of one flat luminosity var, light is represented by 3 atom vars:
- light_range; range in tiles of the light, used for calculating falloff,
- light_power; multiplier for the brightness of lights,
- light_color; hex string representing the RGB colour of the light.
- setLuminousity() is now set_light() and takes the three variables above.
- Variables can be left as null to not update them.
- set_opacity() is now set_opacity().
- Areas have luminosity set to 1 permanently, no hard-lighting.
- Objects inside other objects can have lights and they properly affect the turf. (flashlights)
- area/master and area/list/related have been eviscerated since subareas aren't needed.
* - Lighting is done using objects instead of subareas.
* - Animated transitions. (newer tg DAL has this)
* - Full colours with mixing.
* - Support for lights on shuttles.
*
* - Code:
* - Instead of one flat luminosity var, light is represented by 3 atom vars:
* - light_range; range in tiles of the light, used for calculating falloff,
* - light_power; multiplier for the brightness of lights,
* - light_color; hex string representing the RGB colour of the light.
* - setLuminousity() is now set_light() and takes the three variables above.
* - Variables can be left as null to not update them.
* - set_opacity() is now set_opacity().
* - Areas have luminosity set to 1 permanently, no hard-lighting.
* - Objects inside other objects can have lights and they properly affect the turf. (flashlights)
* - area/master and area/list/related have been eviscerated since subareas aren't needed.
*/
/*
Relevant vars/procs:
atom: (lighting_atom.dm)
- var/light_range; range in tiles of the light, used for calculating falloff
- var/light_power; multiplier for the brightness of lights
- var/light_color; hex string representing the RGB colour of the light
- var/datum/light_source/light; light source datum for this atom, only present if light_range && light_power
- var/list/light_sources; light sources in contents that are shining through this object, including this object
- proc/set_light(l_range, l_power, l_color):
- Sets light_range/power/color to non-null args and calls update_light()
- proc/set_opacity(new_opacity):
- Sets opacity to new_opacity.
- If opacity has changed, call turf.reconsider_lights() to fix light occlusion
- proc/update_light():
- Updates the light var on this atom, deleting or creating as needed and calling .update()
* - var/light_range; range in tiles of the light, used for calculating falloff
* - var/light_power; multiplier for the brightness of lights
* - var/light_color; hex string representing the RGB colour of the light
*
* - var/datum/light_source/light; light source datum for this atom, only present if light_range && light_power
* - var/list/light_sources; light sources in contents that are shining through this object, including this object
*
* - proc/set_light(l_range, l_power, l_color):
* - Sets light_range/power/color to non-null args and calls update_light()
* - proc/set_opacity(new_opacity):
* - Sets opacity to new_opacity.
* - If opacity has changed, call turf.reconsider_lights() to fix light occlusion
* - proc/update_light():
* - Updates the light var on this atom, deleting or creating as needed and calling .update()
turf: (lighting_turf.dm)
- var/list/affecting_lights; list of light sources that are shining onto this turf
- proc/reconsider_lights():
- Force all light sources shining onto this turf to update
- proc/lighting_clear_overlays():
- Delete (manual GC) all light overlays on this turf, used when changing turf to space
- proc/lighting_build_overlays():
- Create lighting overlays for this turf
* - var/list/affecting_lights; list of light sources that are shining onto this turf
*
* - proc/reconsider_lights():
* - Force all light sources shining onto this turf to update
*
* - proc/lighting_clear_overlays():
* - Delete (manual GC) all light overlays on this turf, used when changing turf to space
* - proc/lighting_build_overlays():
* - Create lighting overlays for this turf
atom/movable/lighting_object: (lighting_object.dm)
- var/lum_r, var/lum_g, var/lum_b; lumcounts of each colour
- var/needs_update; set on update_lumcount, checked by lighting process
- var/xoffset, var/yoffset; (only present when using sub-tile overlays) fractional offset of this overlay in the tile
- proc/update_lumcount(delta_r, delta_g, delta_b):
- Change the lumcount vars and queue the overlay for update
- proc/update_overlay()
- Called by the lighting process to update the color of the overlay
* - var/lum_r, var/lum_g, var/lum_b; lumcounts of each colour
* - var/needs_update; set on update_lumcount, checked by lighting process
*
* - var/xoffset, var/yoffset; (only present when using sub-tile overlays) fractional offset of this overlay in the tile
*
* - proc/update_lumcount(delta_r, delta_g, delta_b):
* - Change the lumcount vars and queue the overlay for update
* - proc/update_overlay()
* - Called by the lighting process to update the color of the overlay
*/
-1
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@@ -104,7 +104,6 @@
. *= light_power; \
var/OLD = effect_str[C]; \
effect_str[C] = .; \
\
C.update_lumcount \
( \
(. * lum_r) - (OLD * applied_lum_r), \