From 45058136e2e5a62988c3f18d460758b0fd2f4055 Mon Sep 17 00:00:00 2001 From: Leshana Date: Tue, 11 Apr 2017 00:30:49 -0400 Subject: [PATCH 1/6] Replace `opacity = X` with `set_opacity(X)` so that the lighting system can update propertly. --- code/game/objects/effects/chem/chemsmoke.dm | 4 ++-- code/game/objects/structures/curtains.dm | 2 +- code/game/objects/structures/simple_doors.dm | 8 ++++---- code/game/turfs/simulated/wall_attacks.dm | 4 ++-- code/modules/hydroponics/spreading/spreading.dm | 2 +- code/modules/random_map/drop/droppod_doors.dm | 4 ++-- code/modules/shieldgen/emergency_shield.dm | 12 ++++++------ 7 files changed, 18 insertions(+), 18 deletions(-) diff --git a/code/game/objects/effects/chem/chemsmoke.dm b/code/game/objects/effects/chem/chemsmoke.dm index 3fa93e7e46..3f077116e9 100644 --- a/code/game/objects/effects/chem/chemsmoke.dm +++ b/code/game/objects/effects/chem/chemsmoke.dm @@ -162,9 +162,9 @@ smoke.pixel_x = -32 + rand(-8, 8) smoke.pixel_y = -32 + rand(-8, 8) walk_to(smoke, T) - smoke.opacity = 1 //switching opacity on after the smoke has spawned, and then + smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner - smoke.opacity = 0 // lighting and view range updates + smoke.set_opacity(0) // lighting and view range updates fadeOut(smoke) qdel(src) diff --git a/code/game/objects/structures/curtains.dm b/code/game/objects/structures/curtains.dm index bd241bb63a..a2fdfd898d 100644 --- a/code/game/objects/structures/curtains.dm +++ b/code/game/objects/structures/curtains.dm @@ -27,7 +27,7 @@ ..() /obj/structure/curtain/proc/toggle() - opacity = !opacity + set_opacity(!opacity) if(opacity) icon_state = "closed" layer = SHOWER_CLOSED_LAYER diff --git a/code/game/objects/structures/simple_doors.dm b/code/game/objects/structures/simple_doors.dm index 10fa149e8b..58742c3b60 100644 --- a/code/game/objects/structures/simple_doors.dm +++ b/code/game/objects/structures/simple_doors.dm @@ -32,9 +32,9 @@ name = "[material.display_name] door" color = material.icon_colour if(material.opacity < 0.5) - opacity = 0 + set_opacity(0) else - opacity = 1 + set_opacity(1) if(material.products_need_process()) processing_objects |= src update_nearby_tiles(need_rebuild=1) @@ -99,7 +99,7 @@ flick("[material.door_icon_base]opening",src) sleep(10) density = 0 - opacity = 0 + set_opacity(0) state = 1 update_icon() isSwitchingStates = 0 @@ -111,7 +111,7 @@ flick("[material.door_icon_base]closing",src) sleep(10) density = 1 - opacity = 1 + set_opacity(1) state = 0 update_icon() isSwitchingStates = 0 diff --git a/code/game/turfs/simulated/wall_attacks.dm b/code/game/turfs/simulated/wall_attacks.dm index 71c17b5895..47620d030a 100644 --- a/code/game/turfs/simulated/wall_attacks.dm +++ b/code/game/turfs/simulated/wall_attacks.dm @@ -11,7 +11,7 @@ update_icon() set_light(0) src.blocks_air = 0 - src.opacity = 0 + set_opacity(0) for(var/turf/simulated/turf in loc) air_master.mark_for_update(turf) else @@ -21,7 +21,7 @@ update_icon() set_light(1) src.blocks_air = 1 - src.opacity = 1 + set_opacity(1) for(var/turf/simulated/turf in loc) air_master.mark_for_update(turf) diff --git a/code/modules/hydroponics/spreading/spreading.dm b/code/modules/hydroponics/spreading/spreading.dm index 48d2c542dd..1cff4314af 100644 --- a/code/modules/hydroponics/spreading/spreading.dm +++ b/code/modules/hydroponics/spreading/spreading.dm @@ -192,7 +192,7 @@ if(growth>2 && growth == max_growth) layer = 5 - opacity = 1 + set_opacity(1) if(!isnull(seed.chems["woodpulp"])) density = 1 else diff --git a/code/modules/random_map/drop/droppod_doors.dm b/code/modules/random_map/drop/droppod_doors.dm index eb5b7c3e17..7009a5885b 100644 --- a/code/modules/random_map/drop/droppod_doors.dm +++ b/code/modules/random_map/drop/droppod_doors.dm @@ -70,11 +70,11 @@ // Create a decorative ramp bottom and flatten out our current ramp. density = 0 - opacity = 0 + set_opacity(0) icon_state = "ramptop" var/obj/structure/droppod_door/door_bottom = new(T) door_bottom.deployed = 1 door_bottom.density = 0 - door_bottom.opacity = 0 + door_bottom.set_opacity(0) door_bottom.dir = src.dir door_bottom.icon_state = "rampbottom" \ No newline at end of file diff --git a/code/modules/shieldgen/emergency_shield.dm b/code/modules/shieldgen/emergency_shield.dm index 3690a1f2ba..f7bc1d1c80 100644 --- a/code/modules/shieldgen/emergency_shield.dm +++ b/code/modules/shieldgen/emergency_shield.dm @@ -54,8 +54,8 @@ playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1) check_failure() - opacity = 1 - spawn(20) if(src) opacity = 0 + set_opacity(1) + spawn(20) if(!deleted(src)) set_opacity(0) ..() @@ -63,8 +63,8 @@ health -= Proj.get_structure_damage() ..() check_failure() - opacity = 1 - spawn(20) if(src) opacity = 0 + set_opacity(1) + spawn(20) if(!deleted(src)) set_opacity(0) /obj/machinery/shield/ex_act(severity) switch(severity) @@ -113,8 +113,8 @@ check_failure() //The shield becomes dense to absorb the blow.. purely asthetic. - opacity = 1 - spawn(20) if(src) opacity = 0 + set_opacity(1) + spawn(20) if(!deleted(src)) set_opacity(0) ..() return From e8af4afc88103672be4119c8e6bf06e5f47cce04 Mon Sep 17 00:00:00 2001 From: Leshana Date: Tue, 11 Apr 2017 22:42:24 -0400 Subject: [PATCH 2/6] Port tg/paradise/good soft-edge lighting Ports https://github.com/ParadiseSS13/Paradise/pull/6161 Its merged in nearly verbatim as far as the lighting module goes. Changes outside the lighting module are merged based on our codebase. --- code/__defines/lighting.dm | 44 +++ code/_helpers/unsorted.dm | 2 +- code/controllers/Processes/lighting.dm | 98 ++++++ code/game/area/Space Station 13 areas.dm | 32 +- code/game/area/areas.dm | 2 +- code/game/area/asteroid_areas.dm | 2 +- code/game/atoms_movable.dm | 6 + code/game/gamemodes/cult/hell_universe.dm | 2 +- .../endgame/supermatter_cascade/universe.dm | 2 +- code/game/turfs/turf.dm | 1 - code/game/turfs/turf_changing.dm | 28 +- code/modules/lighting/__lighting_docs.dm | 8 +- code/modules/lighting/_lighting_defs.dm | 9 - code/modules/lighting/light_source.dm | 300 ------------------ code/modules/lighting/lighting_area.dm | 9 + code/modules/lighting/lighting_atom.dm | 47 ++- code/modules/lighting/lighting_corner.dm | 125 ++++++++ code/modules/lighting/lighting_overlay.dm | 127 ++++---- code/modules/lighting/lighting_process.dm | 35 -- code/modules/lighting/lighting_setup.dm | 16 + code/modules/lighting/lighting_source.dm | 290 +++++++++++++++++ code/modules/lighting/lighting_system.dm | 25 -- code/modules/lighting/lighting_turf.dm | 100 +++++- code/modules/lighting/~lighting_undefs.dm | 6 +- code/modules/mining/mine_turfs.dm | 1 + .../reagent_containers/food/drinks/bottle.dm | 2 +- icons/effects/lighting_overlay.dmi | Bin 260 -> 0 bytes icons/effects/lighting_overlay.png | Bin 0 -> 1480 bytes maps/RandomZLevels/zresearchlabs.dmm | 118 +++---- maps/overmap/bearcat/bearcat.dm | 2 +- polaris.dme | 9 +- 31 files changed, 876 insertions(+), 572 deletions(-) create mode 100644 code/controllers/Processes/lighting.dm delete mode 100644 code/modules/lighting/_lighting_defs.dm delete mode 100644 code/modules/lighting/light_source.dm create mode 100644 code/modules/lighting/lighting_area.dm create mode 100644 code/modules/lighting/lighting_corner.dm delete mode 100644 code/modules/lighting/lighting_process.dm create mode 100644 code/modules/lighting/lighting_setup.dm create mode 100644 code/modules/lighting/lighting_source.dm delete mode 100644 code/modules/lighting/lighting_system.dm delete mode 100644 icons/effects/lighting_overlay.dmi create mode 100644 icons/effects/lighting_overlay.png diff --git a/code/__defines/lighting.dm b/code/__defines/lighting.dm index 56c95535fe..58f2e96b14 100644 --- a/code/__defines/lighting.dm +++ b/code/__defines/lighting.dm @@ -4,3 +4,47 @@ for(type in view(range, dview_mob)) #define END_FOR_DVIEW dview_mob.loc = null + +#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square +#define LIGHTING_LAMBERTIAN 0 // use lambertian shading for light sources +#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone + +#define LIGHTING_LAYER 10 // drawing layer for lighting overlays +#define LIGHTING_ICON 'icons/effects/lighting_overlay.png' // icon used for lighting shading effects + +#define LIGHTING_ROUND_VALUE (1 / 128) //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. + +#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. + +// If I were you I'd leave this alone. +#define LIGHTING_BASE_MATRIX \ + list \ + ( \ + LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ + LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ + LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ + LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \ + 0, 0, 0, 1 \ + ) \ + +// Helpers so we can (more easily) control the colour matrices. +#define CL_MATRIX_RR 1 +#define CL_MATRIX_RG 2 +#define CL_MATRIX_RB 3 +#define CL_MATRIX_RA 4 +#define CL_MATRIX_GR 5 +#define CL_MATRIX_GG 6 +#define CL_MATRIX_GB 7 +#define CL_MATRIX_GA 8 +#define CL_MATRIX_BR 9 +#define CL_MATRIX_BG 10 +#define CL_MATRIX_BB 11 +#define CL_MATRIX_BA 12 +#define CL_MATRIX_AR 13 +#define CL_MATRIX_AG 14 +#define CL_MATRIX_AB 15 +#define CL_MATRIX_AA 16 +#define CL_MATRIX_CR 17 +#define CL_MATRIX_CG 18 +#define CL_MATRIX_CB 19 +#define CL_MATRIX_CA 20 diff --git a/code/_helpers/unsorted.dm b/code/_helpers/unsorted.dm index d244916ec2..0fa1b9033b 100644 --- a/code/_helpers/unsorted.dm +++ b/code/_helpers/unsorted.dm @@ -952,7 +952,7 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0) // var/area/AR = X.loc -// if(AR.lighting_use_dynamic) +// if(AR.dynamic_lighting) // X.opacity = !X.opacity // X.sd_SetOpacity(!X.opacity) //TODO: rewrite this code so it's not messed by lighting ~Carn diff --git a/code/controllers/Processes/lighting.dm b/code/controllers/Processes/lighting.dm new file mode 100644 index 0000000000..d46cab1d19 --- /dev/null +++ b/code/controllers/Processes/lighting.dm @@ -0,0 +1,98 @@ +/var/lighting_overlays_initialised = FALSE + +/var/list/lighting_update_lights = list() // List of lighting sources queued for update. +/var/list/lighting_update_corners = list() // List of lighting corners queued for update. +/var/list/lighting_update_overlays = list() // List of lighting overlays queued for update. + +/var/list/lighting_update_lights_old = list() // List of lighting sources currently being updated. +/var/list/lighting_update_corners_old = list() // List of lighting corners currently being updated. +/var/list/lighting_update_overlays_old = list() // List of lighting overlays currently being updated. + + +/datum/controller/process/lighting + // Queues of update counts, waiting to be rolled into stats lists + var/list/stats_queues = list( + "Source" = list(), "Corner" = list(), "Overlay" = list()) + // Stats lists + var/list/stats_lists = list( + "Source" = list(), "Corner" = list(), "Overlay" = list()) + var/update_stats_every = (1 SECONDS) + var/next_stats_update = 0 + var/stat_updates_to_keep = 5 + +/datum/controller/process/lighting/setup() + name = "lighting" + + schedule_interval = 0 // run as fast as you possibly can + sleep_interval = 10 // Yield every 10% of a tick + defer_usage = 80 // Defer at 80% of a tick + create_all_lighting_overlays() + lighting_overlays_initialised = TRUE + + // Pre-process lighting once before the round starts. Wait 30 seconds so the away mission has time to load. + spawn(300) + doWork(1) + +/datum/controller/process/lighting/doWork(roundstart) + + lighting_update_lights_old = lighting_update_lights //We use a different list so any additions to the update lists during a delay from scheck() don't cause things to be cut from the list without being updated. + lighting_update_lights = list() + for(var/datum/light_source/L in lighting_update_lights_old) + + if(L.check() || L.destroyed || L.force_update) + L.remove_lum() + if(!L.destroyed) + L.apply_lum() + + else if(L.vis_update) //We smartly update only tiles that became (in) visible to use. + L.smart_vis_update() + + L.vis_update = FALSE + L.force_update = FALSE + L.needs_update = FALSE + + SCHECK + + lighting_update_corners_old = lighting_update_corners //Same as above. + lighting_update_corners = list() + for(var/A in lighting_update_corners_old) + var/datum/lighting_corner/C = A + + C.update_overlays() + + C.needs_update = FALSE + + SCHECK + + lighting_update_overlays_old = lighting_update_overlays //Same as above. + lighting_update_overlays = list() + + for(var/A in lighting_update_overlays_old) + var/atom/movable/lighting_overlay/O = A + O.update_overlay() + O.needs_update = 0 + SCHECK + + stats_queues["Source"] += lighting_update_lights_old.len + stats_queues["Corner"] += lighting_update_corners_old.len + stats_queues["Overlay"] += lighting_update_overlays_old.len + + if(next_stats_update <= world.time) + next_stats_update = world.time + update_stats_every + for(var/stat_name in stats_queues) + var/stat_sum = 0 + var/list/stats_queue = stats_queues[stat_name] + for(var/count in stats_queue) + stat_sum += count + stats_queue.Cut() + + var/list/stats_list = stats_lists[stat_name] + stats_list.Insert(1, stat_sum) + if(stats_list.len > stat_updates_to_keep) + stats_list.Cut(stats_list.len) + +/datum/controller/process/lighting/statProcess() + ..() + stat(null, "[total_lighting_sources] sources, [total_lighting_corners] corners, [total_lighting_overlays] overlays") + for(var/stat_type in stats_lists) + stat(null, "[stat_type] updates: [jointext(stats_lists[stat_type], " | ")]") diff --git a/code/game/area/Space Station 13 areas.dm b/code/game/area/Space Station 13 areas.dm index 0c8d6ee052..01e95e5716 100755 --- a/code/game/area/Space Station 13 areas.dm +++ b/code/game/area/Space Station 13 areas.dm @@ -100,7 +100,7 @@ var/list/ghostteleportlocs = list() icon_state = "space" requires_power = 1 always_unpowered = 1 - lighting_use_dynamic = 1 + dynamic_lighting = 1 power_light = 0 power_equip = 0 power_environ = 0 @@ -293,7 +293,7 @@ area/space/atmosalert() /area/shuttle/mining name = "\improper Mining Elevator" music = "music/escape.ogg" - lighting_use_dynamic = 0 + dynamic_lighting = 0 base_turf = /turf/simulated/mineral/floor/ignore_mapgen /area/shuttle/mining/station @@ -392,7 +392,7 @@ area/space/atmosalert() /area/shuttle/research name = "\improper Research Elevator" music = "music/escape.ogg" - lighting_use_dynamic = 0 + dynamic_lighting = 0 base_turf = /turf/simulated/mineral/floor/ignore_mapgen /area/shuttle/research/station @@ -418,7 +418,7 @@ area/space/atmosalert() name = "\improper CentCom" icon_state = "centcom" requires_power = 0 - lighting_use_dynamic = 0 + dynamic_lighting = 0 /area/centcom/control name = "\improper CentCom Control" @@ -491,7 +491,7 @@ area/space/atmosalert() name = "\improper Mercenary Base" icon_state = "syndie-ship" requires_power = 0 - lighting_use_dynamic = 0 + dynamic_lighting = 0 /area/syndicate_mothership/control name = "\improper Mercenary Control Room" @@ -543,7 +543,7 @@ area/space/atmosalert() name = "\improper Thunderdome" icon_state = "thunder" requires_power = 0 - lighting_use_dynamic = 0 + dynamic_lighting = 0 sound_env = ARENA /area/tdome/tdome1 @@ -624,7 +624,7 @@ area/space/atmosalert() name = "\improper Wizard's Den" icon_state = "yellow" requires_power = 0 - lighting_use_dynamic = 0 + dynamic_lighting = 0 /area/skipjack_station name = "\improper Skipjack" @@ -1485,7 +1485,7 @@ area/space/atmosalert() /area/holodeck name = "\improper Holodeck" icon_state = "Holodeck" - lighting_use_dynamic = 0 + dynamic_lighting = 0 sound_env = LARGE_ENCLOSED /area/holodeck/alphadeck @@ -1638,7 +1638,7 @@ area/space/atmosalert() /area/solar requires_power = 1 always_unpowered = 1 - lighting_use_dynamic = 0 + dynamic_lighting = 0 base_turf = /turf/space auxport @@ -2336,7 +2336,7 @@ area/space/atmosalert() /area/shuttle/constructionsite name = "\improper Construction Site Shuttle" icon_state = "yellow" - lighting_use_dynamic = 0 + dynamic_lighting = 0 base_turf = /turf/simulated/mineral/floor/ignore_mapgen /area/shuttle/constructionsite/station @@ -2493,25 +2493,25 @@ area/space/atmosalert() name = "\improper AI Sat Ext" icon_state = "storage" luminosity = 1 - lighting_use_dynamic = 0 + dynamic_lighting = 0 /area/AIsatextFS name = "\improper AI Sat Ext" icon_state = "storage" luminosity = 1 - lighting_use_dynamic = 0 + dynamic_lighting = 0 /area/AIsatextAS name = "\improper AI Sat Ext" icon_state = "storage" luminosity = 1 - lighting_use_dynamic = 0 + dynamic_lighting = 0 /area/AIsatextAP name = "\improper AI Sat Ext" icon_state = "storage" luminosity = 1 - lighting_use_dynamic = 0 + dynamic_lighting = 0 /area/NewAIMain name = "\improper AI Main New" @@ -2685,7 +2685,7 @@ area/space/atmosalert() name = "Beach" icon_state = "null" luminosity = 1 - lighting_use_dynamic = 0 + dynamic_lighting = 0 requires_power = 0 ambience = list() var/sound/mysound = null @@ -2807,7 +2807,7 @@ var/list/the_station_areas = list ( name = "Keelin's private beach" icon_state = "null" luminosity = 1 - lighting_use_dynamic = 0 + dynamic_lighting = 0 requires_power = 0 var/sound/mysound = null /* diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm index e118e6fa4d..f152050990 100644 --- a/code/game/area/areas.dm +++ b/code/game/area/areas.dm @@ -18,7 +18,7 @@ power_equip = 0 power_environ = 0 - if(lighting_use_dynamic) + if(dynamic_lighting) luminosity = 0 else luminosity = 1 diff --git a/code/game/area/asteroid_areas.dm b/code/game/area/asteroid_areas.dm index 68f9807ead..66a7e86913 100644 --- a/code/game/area/asteroid_areas.dm +++ b/code/game/area/asteroid_areas.dm @@ -126,7 +126,7 @@ /area/outpost/engineering/solarsoutside requires_power = 1 always_unpowered = 1 - lighting_use_dynamic = 0 + dynamic_lighting = 0 aft name = "\improper Engineering Outpost Solar Array" diff --git a/code/game/atoms_movable.dm b/code/game/atoms_movable.dm index b76620fa95..b511c9befd 100644 --- a/code/game/atoms_movable.dm +++ b/code/game/atoms_movable.dm @@ -40,7 +40,13 @@ reagents = null for(var/atom/movable/AM in contents) qdel(AM) + var/turf/un_opaque + if(opacity && isturf(loc)) + un_opaque = loc + loc = null + if(un_opaque) + un_opaque.recalc_atom_opacity() if (pulledby) if (pulledby.pulling == src) pulledby.pulling = null diff --git a/code/game/gamemodes/cult/hell_universe.dm b/code/game/gamemodes/cult/hell_universe.dm index 496af98ef8..75c97d5cee 100644 --- a/code/game/gamemodes/cult/hell_universe.dm +++ b/code/game/gamemodes/cult/hell_universe.dm @@ -62,7 +62,7 @@ In short: /datum/universal_state/hell/OverlayAndAmbientSet() spawn(0) - for(var/atom/movable/lighting_overlay/L in world) + for(var/datum/lighting_corner/L in world) L.update_lumcount(1, 0, 0) for(var/turf/space/T in turfs) diff --git a/code/game/gamemodes/endgame/supermatter_cascade/universe.dm b/code/game/gamemodes/endgame/supermatter_cascade/universe.dm index 11c61cfed6..6f549d15f4 100644 --- a/code/game/gamemodes/endgame/supermatter_cascade/universe.dm +++ b/code/game/gamemodes/endgame/supermatter_cascade/universe.dm @@ -93,7 +93,7 @@ The access requirements on the Asteroid Shuttles' consoles have now been revoked /datum/universal_state/supermatter_cascade/OverlayAndAmbientSet() spawn(0) - for(var/atom/movable/lighting_overlay/L in world) + for(var/datum/lighting_corner/L in world) if(L.z in using_map.admin_levels) L.update_lumcount(1,1,1) else diff --git a/code/game/turfs/turf.dm b/code/game/turfs/turf.dm index 1074af1b90..c13b4606d3 100644 --- a/code/game/turfs/turf.dm +++ b/code/game/turfs/turf.dm @@ -21,7 +21,6 @@ var/icon_old = null var/pathweight = 1 // How much does it cost to pathfind over this turf? var/blessed = 0 // Has the turf been blessed? - var/dynamic_lighting = 1 // Does the turf use dynamic lighting? var/list/decals diff --git a/code/game/turfs/turf_changing.dm b/code/game/turfs/turf_changing.dm index 7379d2c80b..78946ff832 100644 --- a/code/game/turfs/turf_changing.dm +++ b/code/game/turfs/turf_changing.dm @@ -30,9 +30,10 @@ var/obj/fire/old_fire = fire var/old_opacity = opacity var/old_dynamic_lighting = dynamic_lighting - var/list/old_affecting_lights = affecting_lights + var/old_affecting_lights = affecting_lights var/old_lighting_overlay = lighting_overlay var/old_weather_overlay = weather_overlay + var/old_corners = corners //world << "Replacing [src.type] with [N]" @@ -94,15 +95,16 @@ W.post_change() . = W - lighting_overlay = old_lighting_overlay - affecting_lights = old_affecting_lights - if((old_opacity != opacity) || (dynamic_lighting != old_dynamic_lighting) || force_lighting_update) - reconsider_lights() - if(dynamic_lighting != old_dynamic_lighting) - if(dynamic_lighting) - lighting_build_overlays() - else - lighting_clear_overlays() - else - if(lighting_overlay) - lighting_overlay.update_overlay() \ No newline at end of file + recalc_atom_opacity() + + if(lighting_overlays_initialised) + lighting_overlay = old_lighting_overlay + affecting_lights = old_affecting_lights + corners = old_corners + if((old_opacity != opacity) || (dynamic_lighting != old_dynamic_lighting)) + reconsider_lights() + if(dynamic_lighting != old_dynamic_lighting) + if(dynamic_lighting) + lighting_build_overlay() + else + lighting_clear_overlay() diff --git a/code/modules/lighting/__lighting_docs.dm b/code/modules/lighting/__lighting_docs.dm index 5ac5897eb5..8ef93935e9 100644 --- a/code/modules/lighting/__lighting_docs.dm +++ b/code/modules/lighting/__lighting_docs.dm @@ -14,9 +14,9 @@ Changes from tg DAL: - 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. - - SetLuminosity() is now set_light() and takes the three variables above. + - setLuminousity() is now set_light() and takes the three variables above. - Variables can be left as null to not update them. - - SetOpacity() is now set_opacity(). + - 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. @@ -51,7 +51,7 @@ turf: (lighting_turf.dm) - 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. Called by ChangeTurf in case the turf is being changed to use dynamic lighting. + - Create lighting overlays for this turf atom/movable/lighting_overlay: (lighting_overlay.dm) @@ -64,4 +64,4 @@ atom/movable/lighting_overlay: (lighting_overlay.dm) - 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 -*/ +*/ \ No newline at end of file diff --git a/code/modules/lighting/_lighting_defs.dm b/code/modules/lighting/_lighting_defs.dm deleted file mode 100644 index 21fdafdaeb..0000000000 --- a/code/modules/lighting/_lighting_defs.dm +++ /dev/null @@ -1,9 +0,0 @@ -#define LIGHTING_INTERVAL 5 // frequency, in 1/10ths of a second, of the lighting process - -#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square -#define LIGHTING_LAMBERTIAN 1 // use lambertian shading for light sources -#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone -#define LIGHTING_ROUND_VALUE (1 / 128) //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. - -#define LIGHTING_LAYER 10 // drawing layer for lighting overlays -#define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects diff --git a/code/modules/lighting/light_source.dm b/code/modules/lighting/light_source.dm deleted file mode 100644 index 3675cd945c..0000000000 --- a/code/modules/lighting/light_source.dm +++ /dev/null @@ -1,300 +0,0 @@ -//So much copypasta in this file, supposedly in the name of performance. If you change anything make sure to consider other places where the code may have been copied. - -/datum/light_source - var/atom/top_atom - var/atom/source_atom - - var/turf/source_turf - var/light_power - var/light_range - var/light_color // string, decomposed by parse_light_color() - - var/lum_r - var/lum_g - var/lum_b - - //hold onto the actual applied lum values so we can undo them when the lighting changes - var/tmp/applied_lum_r - var/tmp/applied_lum_g - var/tmp/applied_lum_b - - var/list/effect_str - var/list/effect_turf - - var/applied - - var/vis_update //Whetever we should smartly recalculate visibility. and then only update tiles that became (in) visible to us - var/needs_update - var/destroyed - var/force_update - -/datum/light_source/New(atom/owner, atom/top) - source_atom = owner - if(!source_atom.light_sources) source_atom.light_sources = list() - source_atom.light_sources += src - top_atom = top - if(top_atom != source_atom) - if(!top.light_sources) top.light_sources = list() - top_atom.light_sources += src - - source_turf = top_atom - light_power = source_atom.light_power - light_range = source_atom.light_range - light_color = source_atom.light_color - - parse_light_color() - - effect_str = list() - effect_turf = list() - - update() - - return ..() - -/datum/light_source/proc/destroy() - destroyed = 1 - force_update() - if(source_atom && source_atom.light_sources) source_atom.light_sources -= src - if(top_atom && top_atom.light_sources) top_atom.light_sources -= src - -/datum/light_source/proc/update(atom/new_top_atom) - if(new_top_atom && new_top_atom != top_atom) - if(top_atom != source_atom) top_atom.light_sources -= src - top_atom = new_top_atom - if(top_atom != source_atom) - if(!top_atom.light_sources) top_atom.light_sources = list() - top_atom.light_sources += src - - if(!needs_update) //Incase we're already updating either way. - lighting_update_lights += src - needs_update = 1 - -/datum/light_source/proc/force_update() - force_update = 1 - if(!needs_update) //Incase we're already updating either way. - needs_update = 1 - lighting_update_lights += src - -/datum/light_source/proc/vis_update() - if(!needs_update) - needs_update = 1 - lighting_update_lights += src - - vis_update = 1 - -/datum/light_source/proc/check() - if(!source_atom || !light_range || !light_power) - destroy() - return 1 - - if(!top_atom) - top_atom = source_atom - . = 1 - - if(istype(top_atom, /turf)) - if(source_turf != top_atom) - source_turf = top_atom - . = 1 - else if(top_atom.loc != source_turf) - source_turf = top_atom.loc - . = 1 - - if(source_atom.light_power != light_power) - light_power = source_atom.light_power - . = 1 - - if(source_atom.light_range != light_range) - light_range = source_atom.light_range - . = 1 - - if(light_range && light_power && !applied) - . = 1 - - if(source_atom.light_color != light_color) - light_color = source_atom.light_color - parse_light_color() - . = 1 - -/datum/light_source/proc/parse_light_color() - if(light_color) - lum_r = GetRedPart(light_color) / 255 - lum_g = GetGreenPart(light_color) / 255 - lum_b = GetBluePart(light_color) / 255 - else - lum_r = 1 - lum_g = 1 - lum_b = 1 - -#if LIGHTING_FALLOFF == 1 //circular - #define LUM_DISTANCE(swapvar, O, T) swapvar = (O.x - T.x)**2 + (O.y - T.y)**2 + LIGHTING_HEIGHT - #if LIGHTING_LAMBERTIAN == 1 - #define LUM_ATTENUATION(swapvar) swapvar = CLAMP01((1 - CLAMP01(sqrt(swapvar) / max(1,light_range))) * (1 / sqrt(swapvar + 1))) - #else - #define LUM_ATTENUATION(swapvar) swapvar = 1 - CLAMP01(sqrt(swapvar) / max(1,light_range)) - #endif -#elif LIGHTING_FALLOFF == 2 //square - #define LUM_DISTANCE(swapvar, O, T) swapvar = abs(O.x - T.x) + abs(O.y - T.y) + LIGHTING_HEIGHT - #if LIGHTING_LAMBERTIAN == 1 - #define LUM_ATTENUATION(swapvar) swapvar = CLAMP01((1 - CLAMP01(swapvar / max(1,light_range))) * (1 / sqrt(swapvar**2 + 1))) - #else - #define LUM_ATTENUATION(swapvar) swapvar = CLAMP01(swapvar / max(1,light_range)) - #endif -#endif - -#define LUM_FALLOFF(swapvar, O, T) \ - LUM_DISTANCE(swapvar, O, T); \ - LUM_ATTENUATION(swapvar); - -/datum/light_source/proc/apply_lum() - applied = 1 - - //Keep track of the last applied lum values so that the lighting can be reversed - applied_lum_r = lum_r - applied_lum_g = lum_g - applied_lum_b = lum_b - - if(istype(source_turf)) - FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING) - if(T.lighting_overlay) - var/strength - LUM_FALLOFF(strength, T, source_turf) - strength *= light_power - - if(!strength) //Don't add turfs that aren't affected to the affected turfs. - continue - - strength = round(strength, LIGHTING_ROUND_VALUE) //Screw sinking points. - - effect_str += strength - - T.lighting_overlay.update_lumcount( - applied_lum_r * strength, - applied_lum_g * strength, - applied_lum_b * strength - ) - - else - effect_str += 0 - - if(!T.affecting_lights) - T.affecting_lights = list() - - T.affecting_lights += src - effect_turf += T - END_FOR_DVIEW - -/datum/light_source/proc/remove_lum() - applied = 0 - var/i = 1 - for(var/turf/T in effect_turf) - if(T.affecting_lights) - T.affecting_lights -= src - - if(T.lighting_overlay) - var/str = effect_str[i] - T.lighting_overlay.update_lumcount( - -str * applied_lum_r, - -str * applied_lum_g, - -str * applied_lum_b - ) - - i++ - - effect_str.Cut() - effect_turf.Cut() - -//Smartly updates the lighting, only removes lum from and adds lum to turfs that actually got changed. -//This is for lights that need to reconsider due to nearby opacity changes. -//Stupid dumb copy pasta because BYOND and speed. -/datum/light_source/proc/smart_vis_update() - var/list/view[0] - FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING) - view += T //Filter out turfs. - END_FOR_DVIEW - //This is the part where we calculate new turfs (if any) - var/list/new_turfs = view - effect_turf //This will result with all the tiles that are added. - for(var/turf/T in new_turfs) - if(T.lighting_overlay) - LUM_FALLOFF(., T, source_turf) - . *= light_power - - if(!.) //Don't add turfs that aren't affected to the affected turfs. - continue - - . = round(., LIGHTING_ROUND_VALUE) - - effect_str += . - - T.lighting_overlay.update_lumcount( - applied_lum_r * ., - applied_lum_g * ., - applied_lum_b * . - ) - - else - effect_str += 0 - - if(!T.affecting_lights) - T.affecting_lights = list() - - T.affecting_lights += src - effect_turf += T - - var/list/old_turfs = effect_turf - view - for(var/turf/T in old_turfs) - //Insert not-so-huge copy paste from remove_lum(). - var/idx = effect_turf.Find(T) //Get the index, luckily Find() is cheap in small lists like this. (with small I mean under a couple thousand len) - if(T.affecting_lights) - T.affecting_lights -= src - - if(T.lighting_overlay) - var/str = effect_str[idx] - T.lighting_overlay.update_lumcount(-str * applied_lum_r, -str * applied_lum_g, -str * applied_lum_b) - - effect_turf.Cut(idx, idx + 1) - effect_str.Cut(idx, idx + 1) - -//Whoop yet not another copy pasta because speed ~~~~BYOND. -//Calculates and applies lighting for a single turf. This is intended for when a turf switches to -//using dynamic lighting when it was not doing so previously (when constructing a floor on space, for example). -//Assumes the turf is visible and such. -//For the love of god don't call this proc when it's not needed! Lighting artifacts WILL happen! -/datum/light_source/proc/calc_turf(var/turf/T) - var/idx = effect_turf.Find(T) - if(!idx) - return //WHY. - - if(T.lighting_overlay) - #if LIGHTING_FALLOFF == 1 // circular - . = (T.lighting_overlay.x - source_turf.x)**2 + (T.lighting_overlay.y - source_turf.y)**2 + LIGHTING_HEIGHT - #if LIGHTING_LAMBERTIAN == 1 - . = CLAMP01((1 - CLAMP01(sqrt(.) / light_range)) * (1 / (sqrt(. + 1)))) - #else - . = 1 - CLAMP01(sqrt(.) / light_range) - #endif - - #elif LIGHTING_FALLOFF == 2 // square - . = abs(T.lighting_overlay.x - source_turf.x) + abs(T.lighting_overlay.y - source_turf.y) + LIGHTING_HEIGHT - #if LIGHTING_LAMBERTIAN == 1 - . = CLAMP01((1 - CLAMP01(. / light_range)) * (1 / (sqrt(.)**2 + ))) - #else - . = 1 - CLAMP01(. / light_range) - #endif - #endif - . *= light_power - - . = round(., LIGHTING_ROUND_VALUE) - - effect_str[idx] = . - - //Since the applied_lum values are what are (later) removed by remove_lum. - //Anything we apply to the lighting overlays HAS to match what remove_lum uses. - T.lighting_overlay.update_lumcount( - applied_lum_r * ., - applied_lum_g * ., - applied_lum_b * . - ) - -#undef LUM_FALLOFF -#undef LUM_DISTANCE -#undef LUM_ATTENUATION diff --git a/code/modules/lighting/lighting_area.dm b/code/modules/lighting/lighting_area.dm new file mode 100644 index 0000000000..92923e6b0d --- /dev/null +++ b/code/modules/lighting/lighting_area.dm @@ -0,0 +1,9 @@ +/area + luminosity = TRUE + var/dynamic_lighting = TRUE + +/area/New() + . = ..() + + if(dynamic_lighting) + luminosity = FALSE \ No newline at end of file diff --git a/code/modules/lighting/lighting_atom.dm b/code/modules/lighting/lighting_atom.dm index c900f17bf8..6ec1e6ecd7 100644 --- a/code/modules/lighting/lighting_atom.dm +++ b/code/modules/lighting/lighting_atom.dm @@ -1,12 +1,14 @@ /atom var/light_power = 1 // intensity of the light var/light_range = 0 // range in tiles of the light - var/light_color // RGB string representing the colour of the light + var/light_color // Hexadecimal RGB string representing the colour of the light var/datum/light_source/light var/list/light_sources -/atom/proc/set_light(l_range, l_power, l_color) +// Nonsensical value for l_color default, so we can detect if it gets set to null. +#define NONSENSICAL_VALUE -99999 +/atom/proc/set_light(l_range, l_power, l_color = NONSENSICAL_VALUE) . = 0 //make it less costly if nothing's changed if(l_power != null && l_power != light_power) @@ -15,16 +17,17 @@ if(l_range != null && l_range != light_range) light_range = l_range . = 1 - if(l_color != null && l_color != light_color) + if(l_color != NONSENSICAL_VALUE && l_color != light_color) light_color = l_color . = 1 if(.) update_light() -/atom/proc/copy_light(atom/A) - set_light(A.light_range, A.light_power, A.light_color) +#undef NONSENSICAL_VALUE /atom/proc/update_light() + set waitfor = FALSE + if(!light_power || !light_range) if(light) light.destroy() @@ -42,9 +45,14 @@ /atom/New() . = ..() + if(light_power && light_range) update_light() + if(opacity && isturf(loc)) + var/turf/T = loc + T.has_opaque_atom = TRUE // No need to recalculate it in this case, it's guranteed to be on afterwards anyways. + /atom/Destroy() if(light) light.destroy() @@ -57,19 +65,38 @@ T.reconsider_lights() return ..() -/atom/Entered(atom/movable/obj, atom/prev_loc) +/atom/movable/Move() + var/turf/old_loc = loc . = ..() - if(obj && prev_loc != src) - for(var/datum/light_source/L in obj.light_sources) + if(loc != old_loc) + for(var/datum/light_source/L in light_sources) L.source_atom.update_light() + var/turf/new_loc = loc + if(istype(old_loc) && opacity) + old_loc.reconsider_lights() + + if(istype(new_loc) && opacity) + new_loc.reconsider_lights() + /atom/proc/set_opacity(new_opacity) - var/old_opacity = opacity + if(new_opacity == opacity) + return + opacity = new_opacity var/turf/T = loc - if(old_opacity != new_opacity && istype(T)) + if(!isturf(T)) + return + + if(new_opacity == TRUE) + T.has_opaque_atom = TRUE T.reconsider_lights() + else + var/old_has_opaque_atom = T.has_opaque_atom + T.recalc_atom_opacity() + if(old_has_opaque_atom != T.has_opaque_atom) + T.reconsider_lights() /obj/item/equipped() . = ..() diff --git a/code/modules/lighting/lighting_corner.dm b/code/modules/lighting/lighting_corner.dm new file mode 100644 index 0000000000..907e7aab8b --- /dev/null +++ b/code/modules/lighting/lighting_corner.dm @@ -0,0 +1,125 @@ +/var/total_lighting_corners = 0 +/var/datum/lighting_corner/dummy/dummy_lighting_corner = new +// Because we can control each corner of every lighting overlay. +// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't). +// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting. + +// This list is what the code that assigns corners listens to, the order in this list is the order in which corners are added to the /turf/corners list. +/var/list/LIGHTING_CORNER_DIAGONAL = list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST) + +/datum/lighting_corner + var/list/turf/masters = list() + var/list/datum/light_source/affecting = list() // Light sources affecting us. + var/active = FALSE // TRUE if one of our masters has dynamic lighting. + + var/x = 0 + var/y = 0 + var/z = 0 + + var/lum_r = 0 + var/lum_g = 0 + var/lum_b = 0 + + var/needs_update = FALSE + + var/cache_r = LIGHTING_SOFT_THRESHOLD + var/cache_g = LIGHTING_SOFT_THRESHOLD + var/cache_b = LIGHTING_SOFT_THRESHOLD + var/cache_mx = 0 + + var/update_gen = 0 + +/datum/lighting_corner/New(var/turf/new_turf, var/diagonal) + . = ..() + + total_lighting_corners++ + + masters[new_turf] = turn(diagonal, 180) + z = new_turf.z + + var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction. + var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one. + + x = new_turf.x + (horizontal == EAST ? 0.5 : -0.5) + y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5) + + // My initial plan was to make this loop through a list of all the dirs (horizontal, vertical, diagonal). + // Issue being that the only way I could think of doing it was very messy, slow and honestly overengineered. + // So we'll have this hardcode instead. + var/turf/T + var/i + + // Diagonal one is easy. + T = get_step(new_turf, diagonal) + if (T) // In case we're on the map's border. + if (!T.corners) + T.corners = list(null, null, null, null) + + masters[T] = diagonal + i = LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180)) + T.corners[i] = src + + // Now the horizontal one. + T = get_step(new_turf, horizontal) + if (T) // Ditto. + if (!T.corners) + T.corners = list(null, null, null, null) + + masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates. + i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180)) + T.corners[i] = src + + // And finally the vertical one. + T = get_step(new_turf, vertical) + if (T) + if (!T.corners) + T.corners = list(null, null, null, null) + + masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates. + i = LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180)) + T.corners[i] = src + + update_active() + +/datum/lighting_corner/proc/update_active() + active = FALSE + for (var/turf/T in masters) + if (T.lighting_overlay) + active = TRUE + +// God that was a mess, now to do the rest of the corner code! Hooray! +/datum/lighting_corner/proc/update_lumcount(var/delta_r, var/delta_g, var/delta_b) + lum_r += delta_r + lum_g += delta_g + lum_b += delta_b + + if (!needs_update) + needs_update = TRUE + lighting_update_corners += src + +/datum/lighting_corner/proc/update_overlays() + + // Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually. + var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1. + . = 1 // factor + if (mx > 1) + . = 1 / mx + + else if (mx < LIGHTING_SOFT_THRESHOLD) + . = 0 // 0 means soft lighting. + + cache_r = lum_r * . || LIGHTING_SOFT_THRESHOLD + cache_g = lum_g * . || LIGHTING_SOFT_THRESHOLD + cache_b = lum_b * . || LIGHTING_SOFT_THRESHOLD + cache_mx = mx + + for (var/TT in masters) + var/turf/T = TT + if (T.lighting_overlay) + if (!T.lighting_overlay.needs_update) + T.lighting_overlay.needs_update = TRUE + lighting_update_overlays += T.lighting_overlay + + +/datum/lighting_corner/dummy/New() + return diff --git a/code/modules/lighting/lighting_overlay.dm b/code/modules/lighting/lighting_overlay.dm index 2dd3889e4e..4679d1fafc 100644 --- a/code/modules/lighting/lighting_overlay.dm +++ b/code/modules/lighting/lighting_overlay.dm @@ -1,102 +1,89 @@ +/var/total_lighting_overlays = 0 /atom/movable/lighting_overlay name = "" mouse_opacity = 0 simulated = 0 anchored = 1 - icon = LIGHTING_ICON - icon_state = "light1" layer = LIGHTING_LAYER invisibility = INVISIBILITY_LIGHTING - color = "#000000" + color = LIGHTING_BASE_MATRIX + icon_state = "light1" + auto_init = 0 // doesn't need special init + blend_mode = BLEND_MULTIPLY - var/lum_r - var/lum_g - var/lum_b + var/lum_r = 0 + var/lum_g = 0 + var/lum_b = 0 - var/needs_update + var/needs_update = FALSE -/atom/movable/lighting_overlay/New() +/atom/movable/lighting_overlay/New(var/atom/loc, var/no_update = FALSE) . = ..() verbs.Cut() + total_lighting_overlays++ - var/turf/T = loc //If this runtimes atleast we'll know what's creating overlays in things that aren't turfs. + var/turf/T = loc //If this runtimes atleast we'll know what's creating overlays outside of turfs. + T.lighting_overlay = src T.luminosity = 0 - -/atom/movable/lighting_overlay/proc/update_lumcount(delta_r, delta_g, delta_b) - if(!delta_r && !delta_g && !delta_b) //Nothing is being changed all together. + if(no_update) return - - var/should_update = 0 - - if(!needs_update) //If this isn't true, we're already updating anyways. - if(max(lum_r, lum_g, lum_b) < 1) //Any change that could happen WILL change appearance. - should_update = 1 - - else if(max(lum_r + delta_r, lum_g + delta_g, lum_b + delta_b) < 1) //The change would bring us under 1 max lum, again, guaranteed to change appearance. - should_update = 1 - - else //We need to make sure that the colour ratios won't change in this code block. - var/mx1 = max(lum_r, lum_g, lum_b) - var/mx2 = max(lum_r + delta_r, lum_g + delta_g, lum_b + delta_b) - - if(lum_r / mx1 != (lum_r + delta_r) / mx2 || lum_g / mx1 != (lum_g + delta_g) / mx2 || lum_b / mx1 != (lum_b + delta_b) / mx2) //Stuff would change. - should_update = 1 - - lum_r += delta_r - lum_g += delta_g - lum_b += delta_b - - if(!needs_update && should_update) - needs_update = 1 - lighting_update_overlays += src + update_overlay() /atom/movable/lighting_overlay/proc/update_overlay() + set waitfor = FALSE var/turf/T = loc - if(istype(T)) //Incase we're not on a turf, pool ourselves, something happened. - if(lum_r == lum_g && lum_r == lum_b) //greyscale - blend_mode = BLEND_OVERLAY - if(lum_r <= 0) - T.luminosity = 0 - color = "#000000" - alpha = 255 - else - T.luminosity = 1 - color = "#000000" - alpha = (1 - min(lum_r, 1)) * 255 + if(!istype(T)) + if(loc) + log_debug("A lighting overlay realised its loc was NOT a turf (actual loc: [loc][loc ? ", " + loc.type : "null"]) in update_overlay() and got qdel'ed!") else - alpha = 255 - var/mx = max(lum_r, lum_g, lum_b) - . = 1 // factor - if(mx > 1) - . = 1/mx - blend_mode = BLEND_MULTIPLY - color = rgb(lum_r * 255 * ., lum_g * 255 * ., lum_b * 255 * .) - if(color != "#000000") - T.luminosity = 1 - else //No light, set the turf's luminosity to 0 to remove it from view() - T.luminosity = 0 - else - warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc][loc ? ", " + loc.type : ""]) in update_overlay() and got pooled!") + log_debug("A lighting overlay realised it was in nullspace in update_overlay() and got pooled!") qdel(src) + return -/atom/movable/lighting_overlay/ResetVars() - loc = null + // To the future coder who sees this and thinks + // "Why didn't he just use a loop?" + // Well my man, it's because the loop performed like shit. + // And there's no way to improve it because + // without a loop you can make the list all at once which is the fastest you're gonna get. + // Oh it's also shorter line wise. + // Including with these comments. - lum_r = 0 - lum_g = 0 - lum_b = 0 + // See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are. + // No I seriously cannot think of a more efficient method, fuck off Comic. + var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner + var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner + var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner + var/datum/lighting_corner/ca = T.corners[1] || dummy_lighting_corner - color = "#000000" + var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx) - needs_update = 0 + color = list( + cr.cache_r, cr.cache_g, cr.cache_b, 0, + cg.cache_r, cg.cache_g, cg.cache_b, 0, + cb.cache_r, cb.cache_g, cb.cache_b, 0, + ca.cache_r, ca.cache_g, ca.cache_b, 0, + 0, 0, 0, 1 + ) + luminosity = max > LIGHTING_SOFT_THRESHOLD + + + +/atom/movable/lighting_overlay/singularity_act() + return + +/atom/movable/lighting_overlay/singularity_pull() + return /atom/movable/lighting_overlay/Destroy() - lighting_update_overlays -= src + total_lighting_overlays-- + global.lighting_update_overlays -= src + global.lighting_update_overlays_old -= src var/turf/T = loc if(istype(T)) T.lighting_overlay = null - - ..() + T.luminosity = 1 + + return ..() diff --git a/code/modules/lighting/lighting_process.dm b/code/modules/lighting/lighting_process.dm deleted file mode 100644 index 055e366337..0000000000 --- a/code/modules/lighting/lighting_process.dm +++ /dev/null @@ -1,35 +0,0 @@ -/datum/controller/process/lighting/setup() - name = "lighting" - schedule_interval = LIGHTING_INTERVAL - - create_lighting_overlays() - -/datum/controller/process/lighting/doWork() - var/list/lighting_update_lights_old = lighting_update_lights //We use a different list so any additions to the update lists during a delay from scheck() don't cause things to be cut from the list without being updated. - lighting_update_lights = null //Nulling it first because of http://www.byond.com/forum/?post=1854520 - lighting_update_lights = list() - - for(var/datum/light_source/L in lighting_update_lights_old) - if(L.destroyed || L.check() || L.force_update) - L.remove_lum() - if(!L.destroyed) - L.apply_lum() - - else if(L.vis_update) //We smartly update only tiles that became (in) visible to use. - L.smart_vis_update() - - L.vis_update = 0 - L.force_update = 0 - L.needs_update = 0 - - SCHECK - - var/list/lighting_update_overlays_old = lighting_update_overlays //Same as above. - lighting_update_overlays = null //Same as above - lighting_update_overlays = list() - - for(var/atom/movable/lighting_overlay/O in lighting_update_overlays_old) - O.update_overlay() - O.needs_update = 0 - - SCHECK diff --git a/code/modules/lighting/lighting_setup.dm b/code/modules/lighting/lighting_setup.dm new file mode 100644 index 0000000000..981de65864 --- /dev/null +++ b/code/modules/lighting/lighting_setup.dm @@ -0,0 +1,16 @@ +/proc/create_all_lighting_overlays() + for(var/zlevel = 1 to world.maxz) + create_lighting_overlays_zlevel(zlevel) + +/proc/create_lighting_overlays_zlevel(var/zlevel) + ASSERT(zlevel) + + for(var/turf/T in block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel))) + if(!T.dynamic_lighting) + continue + + var/area/A = T.loc + if(!A.dynamic_lighting) + continue + + new /atom/movable/lighting_overlay(T, TRUE) diff --git a/code/modules/lighting/lighting_source.dm b/code/modules/lighting/lighting_source.dm new file mode 100644 index 0000000000..d878d8c4b6 --- /dev/null +++ b/code/modules/lighting/lighting_source.dm @@ -0,0 +1,290 @@ +/var/total_lighting_sources = 0 +// This is where the fun begins. +// These are the main datums that emit light. + +/datum/light_source + var/atom/top_atom // The atom we're emitting light from(for example a mob if we're from a flashlight that's being held). + var/atom/source_atom // The atom that we belong to. + + var/turf/source_turf // The turf under the above. + var/light_power // Intensity of the emitter light. + var/light_range // The range of the emitted light. + var/light_color // The colour of the light, string, decomposed by parse_light_color() + + // Variables for keeping track of the colour. + var/lum_r + var/lum_g + var/lum_b + + // The lumcount values used to apply the light. + var/tmp/applied_lum_r + var/tmp/applied_lum_g + var/tmp/applied_lum_b + + var/list/datum/lighting_corner/effect_str // List used to store how much we're affecting corners. + var/list/turf/affecting_turfs + + var/applied = FALSE // Whether we have applied our light yet or not. + + var/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became(in)visible to us. + var/needs_update // Whether we are queued for an update. + var/destroyed // Whether we are destroyed and need to stop emitting light. + var/force_update + +/datum/light_source/New(var/atom/owner, var/atom/top) + total_lighting_sources++ + source_atom = owner // Set our new owner. + if(!source_atom.light_sources) + source_atom.light_sources = list() + + source_atom.light_sources += src // Add us to the lights of our owner. + top_atom = top + if(top_atom != source_atom) + if(!top.light_sources) + top.light_sources = list() + + top_atom.light_sources += src + + source_turf = top_atom + light_power = source_atom.light_power + light_range = source_atom.light_range + light_color = source_atom.light_color + + parse_light_color() + + effect_str = list() + affecting_turfs = list() + + update() + + + return ..() + +// Kill ourselves. +/datum/light_source/proc/destroy() + total_lighting_sources-- + destroyed = TRUE + force_update() + if(source_atom) + if(!source_atom.light_sources) + log_runtime(EXCEPTION("Atom [source_atom] was a light source, but lacked a light source list!\n"), source_atom) + else + source_atom.light_sources -= src + + if(top_atom) + top_atom.light_sources -= src + +// Call it dirty, I don't care. +// This is here so there's no performance loss on non-instant updates from the fact that the engine can also do instant updates. +// If you're wondering what's with the "BYOND" argument: BYOND won't let me have a() macro that has no arguments :|. +#define effect_update(BYOND) \ + if(!needs_update) \ + { \ + lighting_update_lights += src; \ + needs_update = TRUE; \ + } + +// This proc will cause the light source to update the top atom, and add itself to the update queue. +/datum/light_source/proc/update(var/atom/new_top_atom) + // This top atom is different. + if(new_top_atom && new_top_atom != top_atom) + if(top_atom != source_atom) // Remove ourselves from the light sources of that top atom. + top_atom.light_sources -= src + + top_atom = new_top_atom + + if(top_atom != source_atom) + if(!top_atom.light_sources) + top_atom.light_sources = list() + + top_atom.light_sources += src // Add ourselves to the light sources of our new top atom. + + effect_update(null) + +// Will force an update without checking if it's actually needed. +/datum/light_source/proc/force_update() + force_update = 1 + + effect_update(null) + +// Will cause the light source to recalculate turfs that were removed or added to visibility only. +/datum/light_source/proc/vis_update() + vis_update = 1 + + effect_update(null) + +// Will check if we actually need to update, and update any variables that may need to be updated. +/datum/light_source/proc/check() + if(!source_atom || !light_range || !light_power) + destroy() + return 1 + + if(!top_atom) + top_atom = source_atom + . = 1 + + if(isturf(top_atom)) + if(source_turf != top_atom) + source_turf = top_atom + . = 1 + else if(top_atom.loc != source_turf) + source_turf = top_atom.loc + . = 1 + + if(source_atom.light_power != light_power) + light_power = source_atom.light_power + . = 1 + + if(source_atom.light_range != light_range) + light_range = source_atom.light_range + . = 1 + + if(light_range && light_power && !applied) + . = 1 + + if(source_atom.light_color != light_color) + light_color = source_atom.light_color + parse_light_color() + . = 1 + +// Decompile the hexadecimal colour into lumcounts of each perspective. +/datum/light_source/proc/parse_light_color() + if(light_color) + lum_r = GetRedPart (light_color) / 255 + lum_g = GetGreenPart(light_color) / 255 + lum_b = GetBluePart (light_color) / 255 + else + lum_r = 1 + lum_g = 1 + lum_b = 1 + +// Macro that applies light to a new corner. +// It is a macro in the interest of speed, yet not having to copy paste it. +// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line. +// As such this all gets counted as a single line. +// The braces and semicolons are there to be able to do this on a single line. + +#define APPLY_CORNER(C) \ + . = LUM_FALLOFF(C, source_turf); \ + \ + . *= light_power; \ + \ + effect_str[C] = .; \ + \ + C.update_lumcount \ + ( \ + . * applied_lum_r, \ + . * applied_lum_g, \ + . * applied_lum_b \ + ); + +// I don't need to explain what this does, do I? +#define REMOVE_CORNER(C) \ + . = -effect_str[C]; \ + C.update_lumcount \ + ( \ + . * applied_lum_r, \ + . * applied_lum_g, \ + . * applied_lum_b \ + ); + +// This is the define used to calculate falloff. +#define LUM_FALLOFF(C, T)(1 - CLAMP01(sqrt((C.x - T.x) ** 2 +(C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range))) + +/datum/light_source/proc/apply_lum() + var/static/update_gen = 1 + applied = 1 + + // Keep track of the last applied lum values so that the lighting can be reversed + applied_lum_r = lum_r + applied_lum_g = lum_g + applied_lum_b = lum_b + + FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING) + if(!T.lighting_corners_initialised) + T.generate_missing_corners() + + for(var/datum/lighting_corner/C in T.get_corners()) + if(C.update_gen == update_gen) + continue + + C.update_gen = update_gen + C.affecting += src + + if(!C.active) + effect_str[C] = 0 + continue + + APPLY_CORNER(C) + + if(!T.affecting_lights) + T.affecting_lights = list() + + T.affecting_lights += src + affecting_turfs += T + + update_gen++ + +/datum/light_source/proc/remove_lum() + applied = FALSE + + for(var/turf/T in affecting_turfs) + if(!T.affecting_lights) + T.affecting_lights = list() + else + T.affecting_lights -= src + + affecting_turfs.Cut() + + for(var/datum/lighting_corner/C in effect_str) + REMOVE_CORNER(C) + + C.affecting -= src + + effect_str.Cut() + +/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C) + if(effect_str.Find(C)) // Already have one. + REMOVE_CORNER(C) + + APPLY_CORNER(C) + +/datum/light_source/proc/smart_vis_update() + var/list/datum/lighting_corner/corners = list() + var/list/turf/turfs = list() + FOR_DVIEW(var/turf/T, light_range, source_turf, 0) + if(!T.lighting_corners_initialised) + T.generate_missing_corners() + corners |= T.get_corners() + turfs += T + + var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them. + affecting_turfs += L + for(var/turf/T in L) + if(!T.affecting_lights) + T.affecting_lights = list(src) + else + T.affecting_lights += src + + L = affecting_turfs - turfs // Now-gone turfs, remove us from the affecting lights. + affecting_turfs -= L + for(var/turf/T in L) + T.affecting_lights -= src + + for(var/datum/lighting_corner/C in corners - effect_str) // New corners + C.affecting += src + if(!C.active) + effect_str[C] = 0 + continue + + APPLY_CORNER(C) + + for(var/datum/lighting_corner/C in effect_str - corners) // Old, now gone, corners. + REMOVE_CORNER(C) + C.affecting -= src + effect_str -= C + +#undef effect_update +#undef LUM_FALLOFF +#undef REMOVE_CORNER +#undef APPLY_CORNER diff --git a/code/modules/lighting/lighting_system.dm b/code/modules/lighting/lighting_system.dm deleted file mode 100644 index 0c84294f35..0000000000 --- a/code/modules/lighting/lighting_system.dm +++ /dev/null @@ -1,25 +0,0 @@ -/var/list/lighting_update_lights = list() -/var/list/lighting_update_overlays = list() - -/area/var/lighting_use_dynamic = 1 - -// duplicates lots of code, but this proc needs to be as fast as possible. -/proc/create_lighting_overlays(zlevel = 0) - var/area/A - if(zlevel == 0) // populate all zlevels - for(var/turf/T in world) - if(T.dynamic_lighting) - A = T.loc - if(A.lighting_use_dynamic) - var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, T) - T.lighting_overlay = O - - else - for(var/x = 1; x <= world.maxx; x++) - for(var/y = 1; y <= world.maxy; y++) - var/turf/T = locate(x, y, zlevel) - if(T.dynamic_lighting) - A = T.loc - if(A.lighting_use_dynamic) - var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, T) - T.lighting_overlay = O diff --git a/code/modules/lighting/lighting_turf.dm b/code/modules/lighting/lighting_turf.dm index f8f0a5ab10..cc9c678b97 100644 --- a/code/modules/lighting/lighting_turf.dm +++ b/code/modules/lighting/lighting_turf.dm @@ -1,32 +1,102 @@ /turf - var/list/affecting_lights - var/atom/movable/lighting_overlay/lighting_overlay + var/dynamic_lighting = TRUE // Does the turf use dynamic lighting? + luminosity = 1 + var/tmp/lighting_corners_initialised = FALSE + + var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf. + var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay. + var/tmp/list/datum/lighting_corner/corners + var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile. + +/turf/New() + . = ..() + + if(opacity) + has_opaque_atom = TRUE + +// Causes any affecting light sources to be queued for a visibility update, for example a door got opened. /turf/proc/reconsider_lights() for(var/datum/light_source/L in affecting_lights) L.vis_update() -/turf/proc/lighting_clear_overlays() +/turf/proc/lighting_clear_overlay() if(lighting_overlay) qdel(lighting_overlay) -/turf/proc/lighting_build_overlays() + for(var/datum/lighting_corner/C in corners) + C.update_active() + +// Builds a lighting overlay for us, but only if our area is dynamic. +/turf/proc/lighting_build_overlay() + if(lighting_overlay) + return + + var/area/A = loc + if(A.dynamic_lighting) + if(!lighting_corners_initialised) + generate_missing_corners() + + new /atom/movable/lighting_overlay(src) + + for(var/datum/lighting_corner/C in corners) + if(!C.active) // We would activate the corner, calculate the lighting for it. + for(var/L in C.affecting) + var/datum/light_source/S = L + S.recalc_corner(C) + + C.active = TRUE + +// Used to get a scaled lumcount. +/turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1) if(!lighting_overlay) - var/area/A = loc - if(A.lighting_use_dynamic) - var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, src) - lighting_overlay = O + return 1 - //Make the light sources recalculate us so the lighting overlay updates immediately - for(var/datum/light_source/L in affecting_lights) - L.calc_turf(src) + var/totallums = 0 + for(var/datum/lighting_corner/L in corners) + totallums += max(L.lum_r, L.lum_g, L.lum_b) -/turf/Entered(atom/movable/obj) + totallums /= 4 // 4 corners, max channel selected, return the average + + totallums =(totallums - minlum) /(maxlum - minlum) + + return CLAMP01(totallums) + +// Can't think of a good name, this proc will recalculate the has_opaque_atom variable. +/turf/proc/recalc_atom_opacity() + has_opaque_atom = FALSE + for(var/atom/A in src.contents + src) // Loop through every movable atom on our tile PLUS ourselves (we matter too...) + if(A.opacity) + has_opaque_atom = TRUE + +// If an opaque movable atom moves around we need to potentially update visibility. +/turf/Entered(var/atom/movable/Obj, var/atom/OldLoc) . = ..() - if(obj && obj.opacity) + + if(Obj && Obj.opacity) + has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case. reconsider_lights() -/turf/Exited(atom/movable/obj) +/turf/Exited(var/atom/movable/Obj, var/atom/newloc) . = ..() - if(obj && obj.opacity) + + if(Obj && Obj.opacity) + recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates. reconsider_lights() + +/turf/proc/get_corners() + if(has_opaque_atom) + return null // Since this proc gets used in a for loop, null won't be looped though. + + return corners + +/turf/proc/generate_missing_corners() + lighting_corners_initialised = TRUE + if(!corners) + corners = list(null, null, null, null) + + for(var/i = 1 to 4) + if(corners[i]) // Already have a corner on this direction. + continue + + corners[i] = new /datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i]) diff --git a/code/modules/lighting/~lighting_undefs.dm b/code/modules/lighting/~lighting_undefs.dm index 772f70557a..2f863b73d5 100644 --- a/code/modules/lighting/~lighting_undefs.dm +++ b/code/modules/lighting/~lighting_undefs.dm @@ -1,9 +1,7 @@ -#undef LIGHTING_INTERVAL - #undef LIGHTING_FALLOFF #undef LIGHTING_LAMBERTIAN #undef LIGHTING_HEIGHT -#undef LIGHTING_RESOLUTION -#undef LIGHTING_LAYER #undef LIGHTING_ICON + +#undef LIGHTING_BASE_MATRIX diff --git a/code/modules/mining/mine_turfs.dm b/code/modules/mining/mine_turfs.dm index f46d384f86..cc7c8c40bb 100644 --- a/code/modules/mining/mine_turfs.dm +++ b/code/modules/mining/mine_turfs.dm @@ -82,6 +82,7 @@ var/list/mining_overlay_cache = list() /turf/simulated/mineral/proc/update_general() update_icon(1) if(ticker && ticker.current_state == GAME_STATE_PLAYING) + // TODO - Look into this reconsider_lights() if(air_master) air_master.mark_for_update(src) diff --git a/code/modules/reagents/reagent_containers/food/drinks/bottle.dm b/code/modules/reagents/reagent_containers/food/drinks/bottle.dm index 0045769d74..3300eb91d6 100644 --- a/code/modules/reagents/reagent_containers/food/drinks/bottle.dm +++ b/code/modules/reagents/reagent_containers/food/drinks/bottle.dm @@ -134,7 +134,7 @@ if(rag) var/underlay_image = image(icon='icons/obj/drinks.dmi', icon_state=rag.on_fire? "[rag_underlay]_lit" : rag_underlay) underlays += underlay_image - copy_light(rag) + set_light(rag.light_range, rag.light_power, rag.light_color) else set_light(0) diff --git a/icons/effects/lighting_overlay.dmi b/icons/effects/lighting_overlay.dmi deleted file mode 100644 index 1ff16d2b78b6a89fd525856cfee87830095ec9c0..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 260 zcmeAS@N?(olHy`uVBq!ia0vp^2|(1VBG)! diff --git a/icons/effects/lighting_overlay.png b/icons/effects/lighting_overlay.png new file mode 100644 index 0000000000000000000000000000000000000000..b317268b702d50c33c0099a63d0a0ea94a607744 GIT binary patch literal 1480 zcmV;(1vmPMP);Uvh8NW&Hj9u{oJD8zyJ38|NQOa z|M-u;{hjmky?xmq8}>77#ec@IUtGUa@plf}ajk^;9)r~m<`{nLsNF2OdGx_rY3A96 zWwR9@KGZP&dj?k!_@MxP`89$47XoiqfPb^<8{l_T-46&HRgVq^@fTWi|u4@}5K=9BMP`7XFfwUSsJI_mEWW(PCeh02& zNn|@X0Zjqdt-wdi7E1uvIVX_Dg_zyjxLsR=04I?4)&vMoe@{5NZ|_WYuexV8bdMw_ z&@_QA0ZbqPZ4k(UySG5!=(=I=@@j&;6`0+l<|&{l_`4(sME8`S0Kk+83glVQJ(ocO zgw_Q7g1fb#04kw5DB*&Sq{JmqVAgR4YfH&VwI zYSle5C?OFFa1Vs-P4 zXaf5TCA8^OIRy$ZfTMH3Id(`;0M{oRQ6a0nnn6DWZw0pHIYOQO{TB!C=9 zTLKlqmF*74#$&b#?*-3-r*GJ505g{WM~@J`AxAr~0ShX4KLp0_3qGL>e&9&E;C;iX z-D50?+%U|ZnOjNN23#K{z)g7YNAQCZ*;xVZ5IMN!+HC9|Y74&Y60i*?vEU^!2%q4_ zD)=aPh21}FL*Lt+z;XWUgYXr~0IqNl3VK2`+F=;5gy-I3)xhkE$9y^Qd}G-~rq=C~%w;0NlD`C$y3P7zx59flY=S zvDRK|e!?$kRjfClT@`z|psa^u_)hdgOK@lp?6n~^f#y*H9t87rV-1~fTxZ_rA8US0 zXw`fKps}s4QM*4<0_eK48YZA!@W6iM1lakE;JctYTC>19WTNhEopcxcHuhB5wIn*O z0|HxnVpU6`Yy1HFhXA^7E0FL?@=R~*eDBIUV7Sxc-{H^D_=E6gPB5ncI7HBW<*6y0 z0@gHvJOyxc=6bLY>hpLVXZLBJYaTNh@x-Z(3B*$q=oEoKqk!_jbMR@r8QUdbf}1;^ zTodk9*F$BUa5`kV?(vqJI&U3aZzX{1fP}z+ati22*AyUpTmsyL=$zn!U&-}IJ)dfl z5SX_Zg7*M+FOlrp`2aDE-9KZ31z!_rl<=3PP!nMHt_h4w01ps=^XwkaaUHAce80dA zw^|FrYZ47(_bGv(``1_k?ypf3P`w1uJ>L@-9Ot#`Io<%z^+;V$HNo*JnsvXoz`OCr zO4x!wMpeNv%onEcLZ1|Q0d=2%Q-E(ulz>3JFb;J;_+m{c-}G2{u6K5>^W6gz2*8+{ z0Q?sm9V-()!|ov>3D+Jd@cFhnZf~$DfhEyZ0Ua3y_o_-e1g^AOZg6M!EA|C}FMX8o zCDkqouD8JEHvvn2a%}qk@#-F*A*>I48$GxTgVjpFX7`e?w%}hty};lUZUXohQ}<=U z?)l+>7YR!A`nCy4SbeJjr|xgm*~ z0>LZw1qdj!X#?W(6zLP(pGLUAt-yv`&ua6rd%;WKTOX!&&jPP++HrpG-lDE=>5qS= iJ#V4J*JlhL?0*5J6wAQ~73C2C0000 Date: Tue, 11 Apr 2017 20:14:05 -0400 Subject: [PATCH 3/6] Replace direct access of lighting overlays with T.get_lumcount() --- .../technomancer/spells/summon/summon_ward.dm | 7 ++----- code/modules/hydroponics/seed.dm | 6 +----- code/modules/hydroponics/trays/tray.dm | 7 +------ .../integrated_electronics/passive/power.dm | 7 ++----- .../modules/mob/living/carbon/alien/diona/life.dm | 7 +------ code/modules/mob/living/carbon/human/life.dm | 15 +++------------ 6 files changed, 10 insertions(+), 39 deletions(-) diff --git a/code/game/gamemodes/technomancer/spells/summon/summon_ward.dm b/code/game/gamemodes/technomancer/spells/summon/summon_ward.dm index 5bb032b9c7..c6e5a2804d 100644 --- a/code/game/gamemodes/technomancer/spells/summon/summon_ward.dm +++ b/code/game/gamemodes/technomancer/spells/summon/summon_ward.dm @@ -83,11 +83,8 @@ continue if(!true_sight) - var/atom/movable/lighting_overlay/light = locate(/atom/movable/lighting_overlay) in get_turf(L) - var/light_amount = 1 // Unsimulated tiles are pretend-lit, so we need to be pretend too if that somehow happens. - if(light) - light_amount = (light.lum_r + light.lum_g + light.lum_b) / 3 - + var/turf/T = get_turf(L) + var/light_amount = T.get_lumcount() if(light_amount <= 0.5) continue // Too dark to see. diff --git a/code/modules/hydroponics/seed.dm b/code/modules/hydroponics/seed.dm index 1d92705dec..010888602f 100644 --- a/code/modules/hydroponics/seed.dm +++ b/code/modules/hydroponics/seed.dm @@ -296,11 +296,7 @@ // Handle light requirements. if(!light_supplied) - var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in current_turf - if(L) - light_supplied = max(0,min(10,L.lum_r + L.lum_g + L.lum_b)-5) - else - light_supplied = 5 + light_supplied = current_turf.get_lumcount() * 5 if(light_supplied) if(abs(light_supplied - get_trait(TRAIT_IDEAL_LIGHT)) > get_trait(TRAIT_LIGHT_TOLERANCE)) health_change += rand(1,3) * HYDRO_SPEED_MULTIPLIER diff --git a/code/modules/hydroponics/trays/tray.dm b/code/modules/hydroponics/trays/tray.dm index ddcde8a2b1..efdae46db7 100644 --- a/code/modules/hydroponics/trays/tray.dm +++ b/code/modules/hydroponics/trays/tray.dm @@ -625,12 +625,7 @@ if(closed_system && mechanical) light_string = "that the internal lights are set to [tray_light] lumens" else - var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T - var/light_available - if(L) - light_available = max(0,min(10,L.lum_r + L.lum_g + L.lum_b)-5) - else - light_available = 5 + var/light_available = T.get_lumcount() * 5 light_string = "a light level of [light_available] lumens" usr << "The tray's sensor suite is reporting [light_string] and a temperature of [environment.temperature]K at [environment.return_pressure()] kPa in the [environment_type] environment" diff --git a/code/modules/integrated_electronics/passive/power.dm b/code/modules/integrated_electronics/passive/power.dm index 9e08a96d24..2b8c200a27 100644 --- a/code/modules/integrated_electronics/passive/power.dm +++ b/code/modules/integrated_electronics/passive/power.dm @@ -21,11 +21,8 @@ var/max_power = 1 /obj/item/integrated_circuit/passive/power/solar_cell/make_energy() - var/atom/movable/lighting_overlay/light = locate(/atom/movable/lighting_overlay) in get_turf(src) - var/light_amount = 1 // Unsimulated tiles are pretend-lit, so we need to be pretend too if that somehow happens. - if(light) - light_amount = (light.lum_r + light.lum_g + light.lum_b) / 3 - + var/turf/T = get_turf(src) + var/light_amount = T ? T.get_lumcount() : 0 var/adjusted_power = max(max_power * light_amount, 0) adjusted_power = round(adjusted_power, 0.1) if(adjusted_power) diff --git a/code/modules/mob/living/carbon/alien/diona/life.dm b/code/modules/mob/living/carbon/alien/diona/life.dm index e7fdc43dbc..fecf9b12c0 100644 --- a/code/modules/mob/living/carbon/alien/diona/life.dm +++ b/code/modules/mob/living/carbon/alien/diona/life.dm @@ -4,12 +4,7 @@ var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing if(isturf(loc)) //else, there's considered to be no light var/turf/T = loc - var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T - if(L) - light_amount = 2 * (min(5,L.lum_r + L.lum_g + L.lum_b) - 2.5) //hardcapped so it's not abused by having a ton of flashlights - else - light_amount = 5 - + light_amount = T.get_lumcount() * 5 nutrition += light_amount diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index af360bd829..e6563a28a1 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -817,11 +817,7 @@ var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing if(isturf(loc)) //else, there's considered to be no light var/turf/T = loc - var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T - if(L) - light_amount = min(10,L.lum_r + L.lum_g + L.lum_b) - 2 //hardcapped so it's not abused by having a ton of flashlights - else - light_amount = 10 + light_amount = T.get_lumcount() * 10 nutrition += light_amount traumatic_shock -= light_amount @@ -840,11 +836,7 @@ var/light_amount = 0 if(isturf(loc)) var/turf/T = loc - var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T - if(L) - light_amount = L.lum_r + L.lum_g + L.lum_b //hardcapped so it's not abused by having a ton of flashlights - else - light_amount = 10 + light_amount = T.get_lumcount() * 10 if(light_amount > species.light_dam) //if there's enough light, start dying take_overall_damage(1,1) else //heal in the dark @@ -1358,8 +1350,7 @@ //0.1% chance of playing a scary sound to someone who's in complete darkness if(isturf(loc) && rand(1,1000) == 1) var/turf/T = loc - var/atom/movable/lighting_overlay/L = locate(/atom/movable/lighting_overlay) in T - if(L && L.lum_r + L.lum_g + L.lum_b == 0) + if(T.get_lumcount() <= LIGHTING_SOFT_THRESHOLD) playsound_local(src,pick(scarySounds),50, 1, -1) /mob/living/carbon/human/handle_stomach() From 5f629e2aca9c26aac986b0cd85ad1a3a26560ea4 Mon Sep 17 00:00:00 2001 From: Leshana Date: Tue, 11 Apr 2017 22:23:16 -0400 Subject: [PATCH 4/6] Optimizes lighting overlays for slow clients. Ports https://github.com/tgstation/tgstation/pull/25778 and https://github.com/tgstation/tgstation/pull/25861 * Instead of using color matrix for all overlays, fully dark and fully light use static black and transparant icon states without color matrix. * Also implements LIGHTING_ROUND_VALUE so that lighting values actually will reach 0 or 1. --- code/__defines/lighting.dm | 4 +- code/modules/lighting/lighting_corner.dm | 18 +++++--- code/modules/lighting/lighting_overlay.dm | 50 +++++++++++++++++++--- icons/effects/lighting_overlay.dmi | Bin 0 -> 1882 bytes 4 files changed, 58 insertions(+), 14 deletions(-) create mode 100644 icons/effects/lighting_overlay.dmi diff --git a/code/__defines/lighting.dm b/code/__defines/lighting.dm index 58f2e96b14..0b581cf780 100644 --- a/code/__defines/lighting.dm +++ b/code/__defines/lighting.dm @@ -10,9 +10,9 @@ #define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone #define LIGHTING_LAYER 10 // drawing layer for lighting overlays -#define LIGHTING_ICON 'icons/effects/lighting_overlay.png' // icon used for lighting shading effects +#define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects -#define LIGHTING_ROUND_VALUE (1 / 128) //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. +#define LIGHTING_ROUND_VALUE (1 / 64) //Value used to round lumcounts, values smaller than 1/69 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. #define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. diff --git a/code/modules/lighting/lighting_corner.dm b/code/modules/lighting/lighting_corner.dm index 907e7aab8b..63ce123253 100644 --- a/code/modules/lighting/lighting_corner.dm +++ b/code/modules/lighting/lighting_corner.dm @@ -98,20 +98,28 @@ lighting_update_corners += src /datum/lighting_corner/proc/update_overlays() - // Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually. + var/lum_r = src.lum_r + var/lum_g = src.lum_g + var/lum_b = src.lum_b var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1. . = 1 // factor if (mx > 1) . = 1 / mx + #if LIGHTING_SOFT_THRESHOLD != 0 else if (mx < LIGHTING_SOFT_THRESHOLD) . = 0 // 0 means soft lighting. - cache_r = lum_r * . || LIGHTING_SOFT_THRESHOLD - cache_g = lum_g * . || LIGHTING_SOFT_THRESHOLD - cache_b = lum_b * . || LIGHTING_SOFT_THRESHOLD - cache_mx = mx + cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD + cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD + cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD + #else + cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) + cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) + cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) + #endif + cache_mx = round(mx, LIGHTING_ROUND_VALUE) for (var/TT in masters) var/turf/T = TT diff --git a/code/modules/lighting/lighting_overlay.dm b/code/modules/lighting/lighting_overlay.dm index 4679d1fafc..559e3a87f8 100644 --- a/code/modules/lighting/lighting_overlay.dm +++ b/code/modules/lighting/lighting_overlay.dm @@ -59,16 +59,52 @@ var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx) - color = list( - cr.cache_r, cr.cache_g, cr.cache_b, 0, - cg.cache_r, cg.cache_g, cg.cache_b, 0, - cb.cache_r, cb.cache_g, cb.cache_b, 0, - ca.cache_r, ca.cache_g, ca.cache_b, 0, - 0, 0, 0, 1 + var/rr = cr.cache_r + var/rg = cr.cache_g + var/rb = cr.cache_b + + var/gr = cg.cache_r + var/gg = cg.cache_g + var/gb = cg.cache_b + + var/br = cb.cache_r + var/bg = cb.cache_g + var/bb = cb.cache_b + + var/ar = ca.cache_r + var/ag = ca.cache_g + var/ab = ca.cache_b + + #if LIGHTING_SOFT_THRESHOLD != 0 + var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD + #else + // Because of floating points, it won't even be a flat 0. + // This number is mostly arbitrary. + var/set_luminosity = max > 1e-6 + #endif + + if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8)) + //anything that passes the first case is very likely to pass the second, and addition is a little faster in this case + icon_state = "transparent" + color = null + else if(!set_luminosity) + icon_state = "dark" + color = null + else + icon_state = null + color = list( + rr, rg, rb, 00, + gr, gg, gb, 00, + br, bg, bb, 00, + ar, ag, ab, 00, + 00, 00, 00, 01 ) - luminosity = max > LIGHTING_SOFT_THRESHOLD + luminosity = set_luminosity +// Variety of overrides so the overlays don't get affected by weird things. +/atom/movable/lighting_overlay/ex_act() + return /atom/movable/lighting_overlay/singularity_act() return diff --git a/icons/effects/lighting_overlay.dmi b/icons/effects/lighting_overlay.dmi new file mode 100644 index 0000000000000000000000000000000000000000..51985c0c981c5bdb3dd57606b733474016ca5c5d GIT binary patch literal 1882 zcmb7_`#;l*AICqt$QWYCWUdbh6Pux}IHo2vw~X8`8A4h^n24EMN1|_$)%JDNBvS5< zaa1GQiR02a5_O7CE)_YuX~!)cjrYniW5&mU2aJ<^Et^}O+N7h4+S##Ry?+#2M++d%H1eVzAXMfH+!z- z5>XUFz47AKcIjE2I_q@Y9=m1s|oogTItkX(FuuZ#2(x|k~~hm7LL6V^m{F! zSpYp9yVoQF*o6ROodF`41O}>0M!``DLuxitXS*b~)Gona!H*M1`Re@9+7*;22&4kx zp#90O-qJv*v~44AqiwvoC-kRW!_Oaq66+5($AY2pT*A=aV|VKStb2akX28Yg!1#W^ z6H@UKC6W)5V&!F@y?}LCW*Mo5eHjs zSt7@|iG54I6RXj4=zS&gXtQD8LFS+a*2ugK>^Cjq90kNQC_RUVgKnZBy`%3R8~0g? z8DiSBrT8k{N^JT_LJ}t;YP}z*fco}oa)p<0sx7?{qMCe}F$9U3Uh1e7Qk$viM@oH) z>(F&*zh+O!oYFBlfzZfW5#eNriy7ut+t5utA=vAretuL& zp%oFykk7Pa9bh#(xofDelAyQ{bR~v?sl@w*Jl8x*IPF}*UEw%ZdC3&o9Ayd7Q5$7d zCeFv>snA=<`4LrVZn(R1h6_UxD9+r@R-f|p{3?`&~;Z->)+q;ut<+`AJ z%-HULw5EM?D8FEh1SL9<96V**0hoQHdD6-5oJJL{73)g{{I~MABHk{erL;HVb9Q<{UtR~Y0O~MgxbW_kC#T&08)TKbfq+8X2Uyq@}1$C zx9@E8g91bU6BXE}(B^S?)?IYn!<~jr8_Do*pq5(>HtX`R%j4fRLCp@9H za6WIeDG(hNz2(Q|Tjnk=&*M&hyD@-=C=e9n1ihw+Gw*zEh6~dF+r9rxmhwI5XvV!Z literal 0 HcmV?d00001 From d00c2596e8f91b0b6c07d1b435368960f97d4a84 Mon Sep 17 00:00:00 2001 From: Leshana Date: Wed, 12 Apr 2017 21:43:07 -0400 Subject: [PATCH 5/6] Restores "soft" darksight vision. The previous client-side optimization made lighting overlays go fully opaque when it was dark, making it so species darksight didn't let you see anything. This fixes that by making a dark_soft icon state that has opacity matching the LIGHTING_SOFT_THRESHOLD. --- code/__defines/lighting.dm | 5 +++-- code/modules/lighting/lighting_overlay.dm | 2 +- icons/effects/lighting_overlay.dmi | Bin 1882 -> 1890 bytes 3 files changed, 4 insertions(+), 3 deletions(-) diff --git a/code/__defines/lighting.dm b/code/__defines/lighting.dm index 0b581cf780..f311ea4aa2 100644 --- a/code/__defines/lighting.dm +++ b/code/__defines/lighting.dm @@ -11,10 +11,11 @@ #define LIGHTING_LAYER 10 // drawing layer for lighting overlays #define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects +#define LIGHTING_ICON_STATE_DARK "soft_dark" // Change between "soft_dark" and "dark" to swap soft darkvision -#define LIGHTING_ROUND_VALUE (1 / 64) //Value used to round lumcounts, values smaller than 1/69 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. +#define LIGHTING_ROUND_VALUE (1 / 64) // Value used to round lumcounts, values smaller than 1/69 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. -#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. +#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. This also should be the transparancy of the "soft_dark" icon state. // If I were you I'd leave this alone. #define LIGHTING_BASE_MATRIX \ diff --git a/code/modules/lighting/lighting_overlay.dm b/code/modules/lighting/lighting_overlay.dm index 559e3a87f8..d46c5461df 100644 --- a/code/modules/lighting/lighting_overlay.dm +++ b/code/modules/lighting/lighting_overlay.dm @@ -88,7 +88,7 @@ icon_state = "transparent" color = null else if(!set_luminosity) - icon_state = "dark" + icon_state = LIGHTING_ICON_STATE_DARK color = null else icon_state = null diff --git a/icons/effects/lighting_overlay.dmi b/icons/effects/lighting_overlay.dmi index 51985c0c981c5bdb3dd57606b733474016ca5c5d..b8c184562f99e39f017361f25bbd1f47cb5039e9 100644 GIT binary patch delta 1792 zcmV+b2mkom4&n}wB!7i^R9JLGWpiV4X>fFDZ*Bkpc$|gG%L>9U5Jus3<|%&Ky?EPZ zBPo(a`wB9UsR?2#lR;nKMZu-rodaKw%W#bo!Wii-+R9Slao+98eM+(nkJFJ{mU7Rw zPBS)vN7s={MH@U0K3_AE;u zb^rhdm`OxIRCt{2nZa(uI{2{7L**{I~dGTUbuk*6)$3*!6{f;8eXKrcfa?r&S}nc z9PpfBR+vRoTmp0+!%F}_7z9jQdjSB@e((!nwY~AQ{v=qjdx7tzSfe>gG0U7~&Z(HO zz-K7x6c7p>9Uv%9aKmrMhz}5O#{qk>Uf5g7%9 zpb(fcW34{JX21;CpCI4|zbFg~yX#Fr#aj8wLw`c-szXHO0*{zcIYTk2n5xAd{lMs7Vj>;TaF)DJDa?FYu%t>XjqKKSi z77?|;Q*angIYM??NSlEL|4{<4yEu;Qt{74b*U<%)qbf&5j))kuat3ou=49o3!B?K} z1%IUMl)d21w3s&1r-1ql0UWQ)Q$nl`s2HjknlTiofR)LdWKOcZ!xx+dw*x*GycWFJ zASQ~5`WyimE(}i&HxAF3DlX`Xp_#KHN6dJ^AJ8ZK1lk{bwlcDON>Gy`CAB31&4u)5 z2>8J-CMFjA^yE--dd5)3)QnNO`uJ<6}(2fm7~eg%4!mu7I@QI z{pLbL`y2tBo}3;hd`#s59x)X;E8f6Y2h0~d`b&b{%I<4alcGt{*ZAsy?#bqchJX1P z0x&T+kt~c@5+bG}N|8$fv&5Wrp8II^2LA`WMoC@DCaJq(L02?Sb~H9Lbks)(_`xs6 zx*&USI#^2pOA#{|rHEOKS{J*l1^+td=K;M&^^$tEbJe3O*;VW=HYd9a-4h)R9eKHc zJ03{Z87HSllw#f5YJnG#v(|5W5r0{K@NaFeURIY538}7%t`?g!mV{*YWJmI&1fU#e zSmuftVx0H)S>*9Mk1XQ^|2O7 zd+XQg3;#Ul>xinh%IuZ3siG@mQ?fg_EeY%hY)Ev(=LmotERZr!c&_n$sDC-{@Q}6c z@R~xctggr|wIv|3SJkGBO~FkW-La0H+z{COIRbw0i=@C6zeVRG?dz#7g#+AbvRZ|j zq^3|)s!O>ka#O^nimeWC1-DlR1UCe42y7o9;Eo3ZG9d^3Cm>{m^jiJ!x~)C$@BhF< z-BDf2)d>+@JS0SHj=1?0K!4u6I^gDy5&+U5PIwCx5DuhtKGL2~b#9W&}1rKI7qJy~^v4Px-xPiPGJjXkT z8}LyA0N7Z2#m7#b9aO;41yJJ5+5v1pHJ~-KbzpWN5AfW8*nqf!vB1F%SQkIzfd32u zKX|M?y1$&@=bo-#`@L_O4QOx4{-25MEjNJof9Be4(NzR4-=6xvE5H2m-{F%S2Pl&f i2QwV6fU75Pb^Sla7tsRTn68Qd0000fFDZ*Bkpc$`yKaB_9`^iy#0_2eo`Eh^5; z&r`5fFwryM;w;ZhDalZ<|ROwTBRaEeP3OHvhV6_k{?I8!o6~$ufTO`N000J+ zNklJA={Vpy!>lli zrnm&?JcgG5fG`M{xb^}7p#9(%!fJctY5hsCV)p{yOR+|Clwy`S%bZg&V}Z|5)F~ho zIyyj5oZyDvju9Uq;Eo4`9p)3_)8c->KjqjZ?#DQ!808oxj_DXF&Q#2B%oHmkDzxCq zD2jqZ0Dr|(0%L)jFar7*0m9Sfz9hsh#cst@;x5IIV=u)hy~a7kaR{hTtPbEGJP`$l zh%gYc!eGFrh4>@^3moF^x2U*Fu}gVEk5Y`O7^xUlu}%Ty3`PZ`xFRwN2tgq*WyV^4 zhRuK(us=b-4}MV?7IxR0fQq&9m4}4bRfmYm1%DnfqjH8~QZZS%1R#qD0U;m-gyA$8 z7Q;eX2n+cE0`7RAFi_kf4A%+I@h2hnsvMO$vSL)^DCL+HGnkXgVnq=-$t)sjfv4aw zoN|Qhw2(Ff3;v@7V0UpG*EImw)4dxtML3vLH|E_f|?u|Z4}6ZJU) zFkBd(9Bv$*F;!g96+<&;MUI&9f_-til`IMk0MM`Q*0-6iy&k*o~UrbCa z`02@^@dZVmLWpnH-9kikO-)#T@l&`pb_->J9!6dX190luc51#e%MAp6qCBXy~Yq5b%RvjCDcw;B>H- z0G1+VFiH`#7_}~TSquJk&d&pSjp`-!YUip)SF)?vU2INv7rG}p8ancF0e3u*tTRqd zk0`~uwbcSIB4@4N_9C+W;NRL_y??AO9THMq6Rt)wnhSH-3ST*>a_=0rcTd47@r1Pe*M1Vl*ZgAKC4l&cdW zx_C&4*c@^5DS*6rb->LZC4T^3pO;pX%HsrPu0rMK!Z^MQ#3r?_T50 z!A*>tf;SVJgEtVL)B%J**rY+q>xHF-5FDn{b|{p#(^4wbEH$&5qPkh#TpeJ(;5Rci zzu=DqZYDMmx9eYww;%kj)qlORw%^|1%3;1Fr0F!PS+(G~Mzfk@c7HRsm3Ye=JbA+_ zxPO3vJ01XR0)G<1Uf|%H04Pm0u+m(sZ&Wj@gR`5ho3k5B0FKo+V>9A}zni!jxcQ?5 zfCNAvCJYB)+6pZASQ}qTEbs(-Gpd`j0Sg|?ZbS!jGhzd|8F2%7GkA`75I5kX1OTwH z_KJ_4JUf7+3!ucAwM+xpfNDT%X6wN0Kpx<^0kHvb17m@M8?Y{Z#sU8s0)FsVdvt#} z!OuNizxI3IG8@p|lKsCE+gok`@BhrT+oG!oT)sVZX%}4nJA9KE2Q-rz2Q3!=0K-Ah U5BpPvh5!Hn07*qoM6N<$f;s~}%m4rY From a29b8079530a85d9bc7ae8fb2103a963784ed273 Mon Sep 17 00:00:00 2001 From: Leshana Date: Sat, 15 Apr 2017 10:36:04 -0500 Subject: [PATCH 6/6] Allow set_opacity() to work for turfs too. Fixes lighting opacity not updating on mined rock walls and false doors. --- code/modules/lighting/lighting_atom.dm | 2 +- code/modules/mining/mine_turfs.dm | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/lighting/lighting_atom.dm b/code/modules/lighting/lighting_atom.dm index 6ec1e6ecd7..8700a65c6e 100644 --- a/code/modules/lighting/lighting_atom.dm +++ b/code/modules/lighting/lighting_atom.dm @@ -85,7 +85,7 @@ return opacity = new_opacity - var/turf/T = loc + var/turf/T = isturf(src) ? src : loc if(!isturf(T)) return diff --git a/code/modules/mining/mine_turfs.dm b/code/modules/mining/mine_turfs.dm index cc7c8c40bb..32ca92b311 100644 --- a/code/modules/mining/mine_turfs.dm +++ b/code/modules/mining/mine_turfs.dm @@ -82,7 +82,7 @@ var/list/mining_overlay_cache = list() /turf/simulated/mineral/proc/update_general() update_icon(1) if(ticker && ticker.current_state == GAME_STATE_PLAYING) - // TODO - Look into this + recalc_atom_opacity() reconsider_lights() if(air_master) air_master.mark_for_update(src)