/* Modified DynamicAreaLighting for TGstation - Coded by Carnwennan This is TG's 'new' lighting system. It's basically a heavily modified combination of Forum_Account's and ShadowDarke's respective lighting libraries. Credits, where due, to them. 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. This method is much less costly than using overlays or objects. 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 are hardcoded maximum luminositys (different for certain atoms). This is to cap the cost of creating lighting effects. (without this, an atom with luminosity of 20 would have to update 41^2 turfs!) :s 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 it's easily worth the hassle for the greater control we gain. It also reduces cost of removing lighting effects by a lot! Known Issues/TODO: Shuttles still do not have support for dynamic lighting (I hope to fix this at some point) No directional lighting support. (prototype looked ugly) */ #define LIGHTING_CIRCULAR 1 //comment this out to use old square lighting effects. #define LIGHTING_LAYER 10 //Drawing layer for lighting overlays #define LIGHTING_ICON 'icons/effects/ss13_dark_alpha6.dmi' //Icon used for lighting shading effects /datum/light_source var/atom/owner var/changed = 1 var/list/effect = list() var/__x = 0 //x coordinate at last update var/__y = 0 //y coordinate at last update /datum/light_source/New(atom/A) if(!istype(A)) CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.") ..() owner = A __x = owner.x __y = owner.y // the lighting object maintains a list of all light sources lighting_controller.lights += src //Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one /datum/light_source/proc/check() if(!owner) remove_effect() return 1 //causes it to be removed from our list of lights. The garbage collector will then destroy it. // check to see if we've moved since last update if(owner.x != __x || owner.y != __y) __x = owner.x __y = owner.y changed = 1 if(changed) changed = 0 remove_effect() return add_effect() return 0 /datum/light_source/proc/remove_effect() // before we apply the effect we remove the light's current effect. for(var/turf/T in effect) // negate the effect of this light source T.update_lumcount(-effect[T]) effect.Cut() // clear the effect list /datum/light_source/proc/add_effect() // only do this if the light is turned on and is on the map if(owner.loc && owner.luminosity > 0) effect = list() for(var/turf/T in view(owner.get_light_range(),owner)) var/delta_lumen = lum(T) if(delta_lumen > 0) effect[T] = delta_lumen T.update_lumcount(delta_lumen) return 0 else owner.light = null return 1 //cause the light to be removed from the lights list and garbage collected once it's no //longer referenced by the queue /datum/light_source/proc/lum(turf/A) if (owner.trueLuminosity < 1) return 0 var/dist if(!A) dist = 0 else #ifdef LIGHTING_CIRCULAR dist = cheap_hypotenuse(A.x, A.y, __x, __y) #else dist = max(abs(A.x - __x), abs(A.y - __y)) #endif if (owner.trueLuminosity > 100) // This will never happen... right? return sqrt(owner.trueLuminosity) - dist else return sqrtTable[owner.trueLuminosity] - dist /atom var/datum/light_source/light var/trueLuminosity = 0 // Typically 'luminosity' squared. The builtin luminosity must remain linear. // We may read it, but NEVER set it directly. //Turfs with opacity when they are constructed will trigger nearby lights to update //Turfs and atoms with luminosity when they are constructed will create a light_source automatically /turf/New() ..() if(luminosity) if(light) WARNING("[type] - Don't set lights up manually during New(), We do it automatically.") trueLuminosity = luminosity * luminosity light = new(src) //Movable atoms with opacity when they are constructed will trigger nearby lights to update //Movable atoms with luminosity when they are constructed will create a light_source automatically /atom/movable/New() ..() if(opacity) if(isturf(loc)) if(loc:lighting_lumcount > 1) UpdateAffectingLights() if(luminosity) if(light) WARNING("[type] - Don't set lights up manually during New(), We do it automatically.") trueLuminosity = luminosity * luminosity light = new(src) //Objects with opacity will trigger nearby lights to update at next lighting process. /atom/movable/Destroy() if(opacity) if(isturf(loc)) if(loc:lighting_lumcount > 1) UpdateAffectingLights() return ..() //Sets our luminosity. //If we have no light it will create one. //If we are setting luminosity to 0 the light will be cleaned up by the controller and garbage collected once all its //queues are complete. //if we have a light already it is merely updated, rather than making a new one. /atom/proc/SetLuminosity(new_luminosity, trueLum = FALSE) if(new_luminosity < 0) new_luminosity = 0 if(!trueLum) new_luminosity *= new_luminosity if(light) if(trueLuminosity != new_luminosity) //non-luminous lights are removed from the lights list in add_effect() light.changed = 1 else if(new_luminosity) light = new(src) trueLuminosity = new_luminosity if (trueLuminosity < 1) luminosity = 0 else if (trueLuminosity <= 100) luminosity = sqrtTable[trueLuminosity] else luminosity = sqrt(trueLuminosity) /atom/proc/AddLuminosity(delta_luminosity) if(delta_luminosity > 0) SetLuminosity(trueLuminosity + delta_luminosity*delta_luminosity, TRUE) else if(delta_luminosity < 0) SetLuminosity(trueLuminosity - delta_luminosity*delta_luminosity, TRUE) /area/SetLuminosity(new_luminosity) //we don't want dynamic lighting for areas luminosity = !!new_luminosity trueLuminosity = luminosity //change our opacity (defaults to toggle), and then update all lights that affect us. /atom/proc/SetOpacity(new_opacity) if(new_opacity == null) new_opacity = !opacity //default = toggle opacity else if(opacity == new_opacity) return 0 //opacity hasn't changed! don't bother doing anything opacity = new_opacity //update opacity, the below procs now call light updates. return 1 /turf/SetOpacity(new_opacity) if(..()==1) //only bother if opacity changed if(lighting_lumcount) //only bother with an update if our turf is currently affected by a light UpdateAffectingLights() /atom/movable/SetOpacity(new_opacity) if(..()==1) //only bother if opacity changed if(isturf(loc)) //only bother with an update if we're on a turf var/turf/T = loc if(T.lighting_lumcount) //only bother with an update if our turf is currently affected by a light UpdateAffectingLights() /turf var/lighting_lumcount = 0 var/lighting_changed = 0 /turf/space lighting_lumcount = 4 //starlight /turf/proc/update_lumcount(amount) lighting_lumcount += amount if(!lighting_changed) lighting_controller.changed_turfs += src lighting_changed = 1 /turf/proc/lighting_tag(var/level) var/area/A = loc return A.tagbase + "sd_L[level]" /turf/proc/build_lighting_area(var/tag, var/level) var/area/Area = loc var/area/A = new Area.type() // create area if it wasn't found // replicate vars for(var/V in Area.vars) switch(V) if("contents","lighting_overlay","overlays") continue else if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V] A.tag = tag A.lighting_subarea = 1 A.lighting_space = 0 // in case it was copied from a space subarea A.SetLightLevel(level) Area.related += A return A /turf/proc/shift_to_subarea() lighting_changed = 0 var/area/Area = loc if(!istype(Area) || !Area.lighting_use_dynamic) return var/level = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states) var/new_tag = lighting_tag(level) if(Area.tag!=new_tag) //skip if already in this area var/area/A = locate(new_tag) // find an appropriate area if(!A) A = build_lighting_area(new_tag,level) A.contents += src // move the turf into the area // Dedicated lighting sublevel for space turfs // helps us depower things in space, remove space fire alarms, // and evens out space lighting /turf/space/lighting_tag(var/level) var/area/A = loc return A.tagbase + "sd_L_space" /turf/space/build_lighting_area(var/tag,var/level) var/area/A = ..(tag,4) A.lighting_space = 1 A.SetLightLevel(4) A.icon_state = null return A /area var/lighting_use_dynamic = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area var/image/lighting_overlay //tracks the darkness image of the area for easy removal var/lighting_subarea = 0 //tracks whether we're a lighting sub-area var/lighting_space = 0 // true for space-only lighting subareas var/tagbase /area/proc/SetLightLevel(light) if(!src) return if(light <= 0) light = 0 luminosity = 0 else if(light > lighting_controller.lighting_states) light = lighting_controller.lighting_states luminosity = 1 if(lighting_overlay) overlays -= lighting_overlay lighting_overlay.icon_state = "[light]" else lighting_overlay = image(LIGHTING_ICON,,num2text(light),LIGHTING_LAYER) overlays += lighting_overlay /area/proc/SetDynamicLighting() src.lighting_use_dynamic = 1 for(var/turf/T in src.contents) T.update_lumcount(0) /area/proc/InitializeLighting() //TODO: could probably improve this bit ~Carn tagbase = "[type]" if(!tag) tag = tagbase if(!lighting_use_dynamic) if(!lighting_subarea) // see if this is a lighting subarea already //show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly. SetLightLevel(4) #undef LIGHTING_LAYER #undef LIGHTING_CIRCULAR //#undef LIGHTING_ICON #define LIGHTING_MAX_LUMINOSITY_STATIC 8 //Maximum luminosity to reduce lag. #define LIGHTING_MAX_LUMINOSITY_MOBILE 5 //Moving objects have a lower max luminosity since these update more often. (lag reduction) #define LIGHTING_MAX_LUMINOSITY_TURF 1 //turfs have a severely shortened range to protect from inevitable floor-lighttile spam. //set the changed status of all lights which could have possibly lit this atom. //We don't need to worry about lights which lit us but moved away, since they will have change status set already //This proc can cause lots of lights to be updated. :( /atom/proc/UpdateAffectingLights() for(var/atom/A in oview(LIGHTING_MAX_LUMINOSITY_STATIC-1,src)) if(A.light) A.light.changed = 1 //force it to update at next process() //caps luminosity effects max-range based on what type the light's owner is. /atom/proc/get_light_range() return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC) /atom/movable/get_light_range() return min(luminosity, LIGHTING_MAX_LUMINOSITY_MOBILE) /obj/machinery/light/get_light_range() return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC) /turf/get_light_range() return min(luminosity, LIGHTING_MAX_LUMINOSITY_TURF) #undef LIGHTING_MAX_LUMINOSITY_STATIC #undef LIGHTING_MAX_LUMINOSITY_MOBILE #undef LIGHTING_MAX_LUMINOSITY_TURF