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Misc: +Fixes unreported issue with initializing lighting on a specific zlevel +Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors. +Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case) +New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions. +Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes. +New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects. +All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise. -Removed 'quadratic lighting', can add this back at some point. Sorry. +modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else. +Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi. -Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow. +All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you) +MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin. -removed the push_mob_back stuff due to conflicting changes. Sorry Giacom. _OK, NOW THE ACTUAL INTERESTING STUFF_ Following systems moved over to subsystem datums: air_master garbage_manager lighting_controller process_mobs (aka Life()) nanomanager power sun pipenets AFK kick loops shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles voting bots radio diseases events jobs objects ticker Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue. Many system-specific global variables have been refactored into All tickers which previously used world.timeofday now use world.time some subsystems can iterate before round start. this resolves the issue with votes not working pregame
309 lines
11 KiB
Plaintext
309 lines
11 KiB
Plaintext
/*
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Modified DynamicAreaLighting for TGstation - Coded by Carnwennan
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This is TG's 'new' lighting system. It's basically a heavily modified combination of Forum_Account's and
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ShadowDarke's respective lighting libraries. Credits, where due, to them.
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Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
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by using the var/tag variable and moving turfs into the contents list of the correct sub-area. This method is
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much less costly than using overlays or objects.
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Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
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(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
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update. Actual updates are handled periodically by the SSlighting subsystem. This carries additional overheads, however it
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means that each thing is changed only once per SSlighting.wait deciseconds. Allowing for greater control
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over how much priority we'd like lighting updates to have.
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UPDATE: we no longer postpone lighting updates by editting variables, there is now a subsystem/proc/postpone() procedure.
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So you would do SSlighting.postpone()
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Unlike our old system there are hardcoded maximum luminositys (different for certain atoms).
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This is to cap the cost of creating lighting effects.
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(without this, an atom with luminosity of 20 would have to update 41^2 turfs!) :s
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Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
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have larger memory requirements than our previous system but it's easily worth the hassle for the greater control we
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gain. It also reduces cost of removing lighting effects by a lot!
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Known Issues/TODO:
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Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
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No directional lighting support. (prototype looked ugly)
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*/
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#define USE_CIRCULAR_LIGHTING //comment this out to use old square lighting effects.
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/datum/light_source
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var/atom/owner
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var/changed = 1
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var/list/effect = list()
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var/__x = 0 //x coordinate at last update
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var/__y = 0 //y coordinate at last update
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/datum/light_source/New(atom/A)
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if(!istype(A))
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CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
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..()
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owner = A
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__x = owner.x
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__y = owner.y
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// the lighting object maintains a list of all light sources
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SSlighting.lights += src
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//Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
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/datum/light_source/proc/check()
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if(!owner)
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remove_effect()
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return 1 //causes it to be removed from our list of lights. The garbage collector will then destroy it.
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// check to see if we've moved since last update
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if(owner.x != __x || owner.y != __y)
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__x = owner.x
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__y = owner.y
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changed = 1
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if(changed)
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changed = 0
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remove_effect()
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return add_effect()
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return 0
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/datum/light_source/proc/remove_effect()
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// before we apply the effect we remove the light's current effect.
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for(var/turf/T in effect) // negate the effect of this light source
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T.update_lumcount(-effect[T])
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if(T.affecting_lights && T.affecting_lights.len)
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T.affecting_lights -= src
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else
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T.affecting_lights = null
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effect.Cut() // clear the effect list
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/datum/light_source/proc/add_effect()
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// only do this if the light is turned on and is on the map
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if(owner.loc && owner.luminosity > 0)
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effect = list()
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var/turf/To = get_turf(owner)
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var/range = owner.get_light_range()
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for(var/turf/T in view(range, To))
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var/delta_lumcount = T.lumen(src)
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if(delta_lumcount > 0)
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effect[T] = delta_lumcount
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T.update_lumcount(delta_lumcount)
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if(!T.affecting_lights)
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T.affecting_lights = list()
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T.affecting_lights += src
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return 0
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else
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owner.light = null
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return 1 //cause the light to be removed from the lights list and garbage collected once it's no
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//longer referenced by the queue
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/turf/proc/lumen(datum/light_source/L)
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. = L.owner.luminosity
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#ifdef USE_CIRCULAR_LIGHTING
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. -= cheap_hypotenuse(x, y, L.__x, L.__y)
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#else
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. -= max(abs(x - L.__x), abs(y - L.__y))
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#endif
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return .
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/turf/space/lumen()
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return 0
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/atom
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var/datum/light_source/light
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//Turfs with opacity when they are constructed will trigger nearby lights to update
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//Turfs and atoms with luminosity when they are constructed will create a light_source automatically
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/turf/New()
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..()
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if(luminosity)
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if(light) WARNING("[type] - Don't set lights up manually during New(), We do it automatically.")
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light = new(src)
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//Movable atoms with opacity when they are constructed will trigger nearby lights to update
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//Movable atoms with luminosity when they are constructed will create a light_source automatically
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/atom/movable/New()
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..()
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if(opacity)
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UpdateAffectingLights()
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if(luminosity)
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if(light) WARNING("[type] - Don't set lights up manually during New(), We do it automatically.")
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light = new(src)
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//Objects with opacity will trigger nearby lights to update at next lighting process.
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/atom/movable/Destroy()
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if(opacity)
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UpdateAffectingLights()
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return ..()
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//Sets our luminosity.
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//If we have no light it will create one.
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//If we are setting luminosity to 0 the light will be cleaned up by the controller and garbage collected once all its
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//queues are complete.
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//if we have a light already it is merely updated, rather than making a new one.
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/atom/proc/SetLuminosity(new_luminosity)
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if(new_luminosity < 0)
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new_luminosity = 0
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if(light)
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if(luminosity != new_luminosity) //non-luminous lights are removed from the lights list in add_effect()
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light.changed = 1
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else
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if(new_luminosity)
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light = new(src)
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luminosity = new_luminosity
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/atom/proc/AddLuminosity(delta_luminosity)
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SetLuminosity(luminosity + delta_luminosity)
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/area/SetLuminosity(new_luminosity) //we don't want dynamic lighting for areas
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luminosity = !!new_luminosity
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//change our opacity (defaults to toggle), and then update all lights that affect us.
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/atom/proc/SetOpacity(new_opacity)
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if(new_opacity == null)
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new_opacity = !opacity //default = toggle opacity
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else if(opacity == new_opacity)
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return 0 //opacity hasn't changed! don't bother doing anything
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opacity = new_opacity //update opacity, the below procs now call light updates.
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UpdateAffectingLights()
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/turf
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var/lighting_lumcount = 0
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var/lighting_changed = 0
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var/list/affecting_lights //not initialised until used (even empty lists reserve a fair bit of memory)
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/turf/space
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lighting_lumcount = 4 //starlight
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/turf/proc/update_lumcount(amount)
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lighting_lumcount += amount
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if(!lighting_changed)
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SSlighting.changed_turfs += src
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lighting_changed = 1
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/area/proc/lighting_tag(level)
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return tagbase + "sd_L[level]"
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/area/proc/build_lighting_area(tag, level)
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var/area/A = locate(tag) // find an appropriate area
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if(A)
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return A
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A = new type() // create area if it wasn't found
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// replicate vars
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for(var/V in vars)
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switch(V)
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if("contents","last_light","overlays") continue
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else
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if(issaved(vars[V])) A.vars[V] = vars[V]
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A.tag = tag
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A.lighting_subarea = 1
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A.lighting_space = 0 // in case it was copied from a space subarea
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A.SetLightLevel(level)
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related += A
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return A
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/turf/proc/shift_to_subarea()
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lighting_changed = 0
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var/area/Area = loc
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if(!istype(Area) || !Area.lighting_use_dynamic) return
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var/level = min(max(round(lighting_lumcount,1),0),SSlighting.lighting_images.len)
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var/new_tag = Area.lighting_tag(level)
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if(Area.tag!=new_tag) //skip if already in this area
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var/area/A = Area.build_lighting_area(new_tag,level)
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A.contents += src // move the turf into the area
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/area
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var/lighting_use_dynamic = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area
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var/last_light //tracks the last light level set for this area (used for removing previously applied lighting overlays)
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var/lighting_subarea = 0 //tracks whether we're a lighting sub-area
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var/lighting_space = 0 // true for space-only lighting subareas
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var/tagbase
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/area/proc/SetLightLevel(light)
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if(!src) return
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if(light <= 1)
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light = 1
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luminosity = 0
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else
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if(light > SSlighting.lighting_images.len)
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light = SSlighting.lighting_images.len
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luminosity = 1
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if(last_light != light)
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if(last_light)
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overlays -= SSlighting.lighting_images[last_light]
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overlays += SSlighting.lighting_images[light]
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last_light = light
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/area/proc/SetDynamicLighting()
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lighting_use_dynamic = 1
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for(var/turf/T in contents)
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T.update_lumcount(0)
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/area/proc/InitializeLighting() //TODO: could probably improve this bit ~Carn
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tagbase = "[type]"
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if(!tag) tag = tagbase
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if(!lighting_use_dynamic)
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if(!lighting_subarea) // see if this is a lighting subarea already
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//show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly.
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SetLightLevel(4)
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#undef USE_CIRCULAR_LIGHTING
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//set the changed status of all lights which could have possibly lit this atom.
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//We don't need to worry about lights which lit us but moved away, since they will have change status set already
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//This proc can cause lots of lights to be updated. :(
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/atom/proc/UpdateAffectingLights()
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/atom/movable/UpdateAffectingLights()
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if(isturf(loc))
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loc.UpdateAffectingLights()
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/turf/UpdateAffectingLights()
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if(affecting_lights)
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for(var/thing in affecting_lights)
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thing:changed = 1 //force it to update at next process()
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#define LIGHTING_MAX_LUMINOSITY_STATIC 8 //Maximum luminosity to reduce lag.
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#define LIGHTING_MAX_LUMINOSITY_MOBILE 5 //Moving objects have a lower max luminosity since these update more often. (lag reduction)
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#define LIGHTING_MAX_LUMINOSITY_MOB 5
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#define LIGHTING_MAX_LUMINOSITY_TURF 1 //turfs have a severely shortened range to protect from inevitable floor-lighttile spam.
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//caps luminosity effects max-range based on what type the light's owner is.
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/atom/proc/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC)
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/atom/movable/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_MOBILE)
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/mob/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_MOB)
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/obj/machinery/light/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC)
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/turf/get_light_range()
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return min(luminosity, LIGHTING_MAX_LUMINOSITY_TURF)
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#undef LIGHTING_MAX_LUMINOSITY_STATIC
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#undef LIGHTING_MAX_LUMINOSITY_MOBILE
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#undef LIGHTING_MAX_LUMINOSITY_MOB
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#undef LIGHTING_MAX_LUMINOSITY_TURF
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