refactors atom/var/flags to atom_flags and area_flags moves NOBLOODY, NOBLUDGEON, and PHORONGUARD to item_flags instead of atom_flags corrects various misapplied flags
BS12 object based lighting system
Changes from tg DAL:
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Lighting is done using objects instead of subareas.
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Animated transitions. (newer tg DAL has this)
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Full colours with mixing.
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Support for lights on shuttles.
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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.
- Instead of one flat luminosity var, light is represented by 3 atom vars:
Relevant vars/procs
atom: (lighting_atom.dm)
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var/light_range; range in tiles of the light, used for calculating falloff
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var/light_power; multiplier for the brightness of lights
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var/light_color; hex string representing the RGB colour of the light
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var/datum/light_source/light; light source datum for this atom, only present if light_range && light_power
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var/list/light_sources; light sources in contents that are shining through this object, including this object
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proc/set_light(l_range, l_power, l_color):
- Sets light_range/power/color to non-null args and calls update_light()
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proc/set_opacity(new_opacity):
- Sets opacity to new_opacity.
- If opacity has changed, call turf.reconsider_lights() to fix light occlusion
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proc/update_light():
- Updates the light var on this atom, deleting or creating as needed and calling .update()
turf: (lighting_turf.dm)
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var/list/affecting_lights; list of light sources that are shining onto this turf
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proc/reconsider_lights():
- Force all light sources shining onto this turf to update
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proc/lighting_clear_overlays():
- Delete (manual GC) all light overlays on this turf, used when changing turf to space
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proc/lighting_build_overlays():
- Create lighting overlays for this turf
/atom/movable/lighting_overlay: (lighting_overlay.dm)
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var/lum_r, var/lum_g, var/lum_b; lumcounts of each colour
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var/needs_update; set on update_lumcount, checked by lighting process
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var/xoffset, var/yoffset; (only present when using sub-tile overlays) fractional offset of this overlay in the tile
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proc/update_lumcount(delta_r, delta_g, delta_b):
- Change the lumcount vars and queue the overlay for update
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proc/update_overlay()
- Called by the lighting process to update the color of the overlay