New lighting, it's essentially just the old DAL system with a queue.

Comments for lighting:
	Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
	by using the var/tag variable and moving turfs into the contents list of the correct sub-area.

	Unlike sd_DAL however it uses a queueing system. Everytime we  call a change to opacity or luminosity
	(through SetOpacity() or SetLuminosity()) we are  simply updating variables and scheduling certain lights/turfs for an
	update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
	means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
	over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
	setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
	turning it back on with lighting_controller.processing = 1.

	Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
	for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
	at runtime)

	Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
	have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
	gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
	costs.

	Known Issues/TODO:
		admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
		mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
		Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
		No directional lighting support. Fairly easy to add this and the code is ready.
		When opening airlocks etc, lighting does not always update to account for the change in opacity.

Explosions now cause lighting to cease processing temporarily.

Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-08-25 16:06:57 +00:00
parent 676079cdba
commit 6e274cd395
89 changed files with 1519 additions and 2245 deletions
+11 -11
View File
@@ -87,9 +87,6 @@
//stuff in the stomach
handle_stomach()
//Flashlights and such
UpdateLuminosity()
//Status updates, death etc.
handle_regular_status_updates() //TODO: optimise ~Carn
update_canmove()
@@ -745,13 +742,16 @@
if(dna && dna.mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(istype(loc,/turf)) //else, there's considered to be no light
light_amount = min(10,loc:sd_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
if(istype(loc,/turf/simulated/shuttle))//Now not only will potatomen not starve on the shuttle, they will actually be fed
light_amount = 5
if(nutrition < 500) //so they can't store nutrition to survive without light forever
nutrition += light_amount
if(light_amount > 0) //if there's enough light, heal
if(isturf(loc)) //else, there's considered to be no light
var/turf/T = loc
var/area/A = T.loc
if(A)
if(A.lighting_use_dynamic) light_amount = min(10,T.lighting_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
else light_amount = 5
nutrition += light_amount
if(nutrition > 500)
nutrition = 500
if(light_amount > 2) //if there's enough light, heal
heal_overall_damage(1,1)
adjustToxLoss(-1)
adjustOxyLoss(-1)
@@ -1150,7 +1150,7 @@
//0.1% chance of playing a scary sound to someone who's in complete darkness
if(isturf(loc) && rand(1,1000) == 1)
var/turf/currentTurf = loc
if(!currentTurf.sd_lumcount)
if(!currentTurf.lighting_lumcount)
playsound_local(src,pick(scarySounds),50, 1, -1)
proc/handle_virus_updates()
@@ -53,9 +53,6 @@
if(environment) // More error checking -- TLE
handle_environment(environment)
//Flashlights and such
UpdateLuminosity()
//Status updates, death etc.
handle_regular_status_updates()
update_canmove()
+8 -7
View File
@@ -429,12 +429,13 @@
/mob/living/silicon/ai/reset_view(atom/A)
if(current)
current.sd_SetLuminosity(0)
current.SetLuminosity(0)
if(istype(A,/obj/machinery/camera))
current = A
..()
if(istype(A,/obj/machinery/camera))
A.sd_SetLuminosity(camera_light_on * AI_CAMERA_LUMINOSITY)
if(camera_light_on) A.SetLuminosity(AI_CAMERA_LUMINOSITY)
else A.SetLuminosity(0)
/mob/living/silicon/ai/proc/switchCamera(var/obj/machinery/camera/C)
@@ -641,7 +642,7 @@
src << "Camera lights [camera_light_on ? "activated" : "deactivated"]."
if(!camera_light_on)
if(src.current)
src.current.sd_SetLuminosity(0)
src.current.SetLuminosity(0)
else
src.lightNearbyCamera()
@@ -656,16 +657,16 @@
// I have to use range instead of view or the darkness gets in the way.
var/camera = near_range_camera(src.eyeobj)
if(camera && src.current != camera)
src.current.sd_SetLuminosity(0)
src.current.SetLuminosity(0)
src.current = camera
src.current.sd_SetLuminosity(lum)
src.current.SetLuminosity(lum)
else if(isnull(camera))
src.current.sd_SetLuminosity(0)
src.current.SetLuminosity(0)
src.current = null
camera_light_on = world.timeofday + 1 * 10 // Update the light every 2 seconds.
else
src.current = near_range_camera(src.eyeobj)
if(src.current) src.current.sd_SetLuminosity(lum)
if(src.current) src.current.SetLuminosity(lum)
#undef AI_CAMERA_LUMINOSITY
@@ -90,7 +90,7 @@
for(var/turf/t in visRemoved)
if(t in obscuredTurfs)
if(!t.obscured)
t.obscured = image('effects/cameravis.dmi', t, "black", 15)
t.obscured = image('icons/effects/cameravis.dmi', t, "black", 15)
obscured += t.obscured
for(var/mob/aiEye/m in seenby)
@@ -129,7 +129,7 @@
for(var/turf/t in obscuredTurfs)
if(!t.obscured)
t.obscured = image('effects/cameravis.dmi', t, "black", 15)
t.obscured = image('icons/effects/cameravis.dmi', t, "black", 15)
obscured += t.obscured
#undef UPDATE_BUFFER
@@ -62,7 +62,7 @@
if(src.can_use())
cameranet.addCamera(src)
else
src.sd_SetLuminosity(0)
src.SetLuminosity(0)
cameranet.removeCamera(src)
/obj/machinery/camera/New()
@@ -13,7 +13,6 @@
handle_regular_status_updates()
if(client)
UpdateLuminosity()
handle_regular_hud_updates()
update_items()
if (src.stat != DEAD) //still using power
@@ -78,7 +78,7 @@
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes its head", "shivers")
desc = "It's a corgi."
src.sd_SetLuminosity(0)
SetLuminosity(0)
inventory_head.loc = src.loc
inventory_head = null
else
@@ -214,7 +214,7 @@
name = "Rudolph the Red-Nosed Corgi"
emote_hear = list("barks christmas songs", "yaps")
desc = "He has a very shiny nose."
src.sd_SetLuminosity(6)
SetLuminosity(6)
if(/obj/item/clothing/head/soft)
name = "Corgi Tech [real_name]"
speak = list("Needs a stamp!", "Request DENIED!", "Fill these out in triplicate!")
-5
View File
@@ -505,11 +505,6 @@ var/list/slot_equipment_priority = list( \
// ..()
return
/mob/proc/UpdateLuminosity()
if(src.total_luminosity == src.last_luminosity) return 0//nothing to do here
src.last_luminosity = src.total_luminosity
sd_SetLuminosity(min(src.total_luminosity,7))//Current hardcode max at 7, should likely be a const somewhere else
return 1
/mob/MouseDrop(mob/M as mob)
..()
-3
View File
@@ -31,9 +31,6 @@
var/obj/screen/pressure = null
var/obj/screen/damageoverlay = null
var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
var/last_luminosity = 0
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).