12/21 modernizations from TG live (#103)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes
This commit is contained in:
Poojawa
2016-12-22 03:57:55 -06:00
committed by GitHub
parent f5e143a452
commit cf59ac1c3d
2215 changed files with 707445 additions and 87041 deletions
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/*
This is /tg/'s 'newer' lighting system. It's basically a combination of Forum_Account's and ShadowDarke's
respective lighting libraries heavily modified by Carnwennan for /tg/station with further edits by
MrPerson. Credits, where due, to them.
Originally, like all other lighting libraries on BYOND, we used areas to render different hard-coded light levels.
The idea was that this was cheaper than using objects. Well as it turns out, the cost of the system is primarily from the
massive loops the system has to run, not from the areas or objects actually doing any work. Thus the newer system uses objects
so we can have more lighting states and smooth transitions between them.
This is a queueing system. Everytime we call a change to opacity or luminosity throwgh SetOpacity() or SetLuminosity(),
we are simply updating variables and scheduling certain lights/turfs for an update. Actual updates are handled
periodically by the SSlighting subsystem. Specifically, it runs check() on every light datum that ran changed().
Then it runs redraw_lighting() on every turf that ran update_lumcount().
Unlike our older system, there are hardcoded maximum luminosities (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
Each light remembers the effect it casts on each turf. It 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) -probably trivial now
No directional lighting support. (prototype looked ugly)
Allow lights to be weaker than 'cap' radius
Colored lights
*/
/datum/light_source
var/atom/owner
var/radius = 0
var/luminosity = 0
var/cap = 0
var/changed = 0
var/mode = LIGHTING_REGULAR
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
UpdateLuminosity(A.luminosity)
/datum/light_source/Destroy()
if(owner && owner.light == src)
remove_effect()
owner.light = null
owner.luminosity = 0
owner = null
if(changed)
SSlighting.changed_lights -= src
return ..()
/datum/light_source/proc/UpdateLuminosity(new_luminosity, new_cap)
if(new_luminosity < 0)
new_luminosity = 0
if(luminosity == new_luminosity && (new_cap == null || cap == new_cap))
return
radius = max(LIGHTING_MIN_RADIUS, new_luminosity)
luminosity = new_luminosity
if (new_cap != null)
cap = new_cap
changed()
//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 0
if(changed)
changed = 0
remove_effect()
return add_effect()
return 1
//Tell the lighting subsystem to check() next fire
/datum/light_source/proc/changed()
if(owner)
__x = owner.x
__y = owner.y
if(!changed)
changed = 1
SSlighting.changed_lights |= src
//Remove current effect
/datum/light_source/proc/remove_effect().
for(var/turf/T in effect)
LAZYREMOVE(T.affecting_lights, src)
T.update_lumcount(-effect[T], mode)
effect.Cut()
//Apply a new effect.
/datum/light_source/proc/add_effect()
// only do this if the light is turned on and is on the map
if(!owner || !owner.loc)
return 0
var/range = owner.get_light_range(radius)
if(range <= 0 || luminosity <= 0)
owner.luminosity = 0
return 0
effect = list()
var/turf/To = get_turf(owner)
for(var/atom/movable/AM in To)
if(AM == owner)
continue
if(AM.opacity)
range = 1
break
owner.luminosity = range
var/center_strength = 0
if (cap <= 0)
center_strength = LIGHTING_CAP/LIGHTING_LUM_FOR_FULL_BRIGHT*(luminosity)
else
center_strength = cap
for(var/turf/T in view(range+1, To))
#ifdef LIGHTING_CIRCULAR
var/distance = cheap_hypotenuse(T.x, T.y, __x, __y)
#else
var/distance = max(abs(T,x - __x), abs(T.y - __y))
#endif
var/delta_lumcount = Clamp(center_strength * (range - distance) / range, 0, LIGHTING_CAP)
if(delta_lumcount > 0)
effect[T] = delta_lumcount
T.update_lumcount(delta_lumcount, mode)
LAZYINITLIST(T.affecting_lights)
T.affecting_lights |= src
return 1
/atom
var/datum/light_source/light
//Objects with opacity will trigger nearby lights to update at next SSlighting fire
/atom/movable/Destroy()
qdel(light)
if(opacity && isturf(loc))
loc.UpdateAffectingLights()
return ..()
//Objects with opacity will trigger nearby lights of the old location to update at next SSlighting fire
/atom/movable/Moved(atom/OldLoc, Dir)
if(opacity)
if (isturf(OldLoc))
OldLoc.UpdateAffectingLights()
if (isturf(loc))
loc.UpdateAffectingLights()
else
if(light)
light.changed()
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.
//The second arg allows you to scale the light cap for calculating falloff.
/atom/proc/SetLuminosity(new_luminosity, new_cap)
if (!light)
if (new_luminosity <= 0)
return
light = new(src)
light.UpdateLuminosity(new_luminosity, new_cap)
/atom/proc/AddLuminosity(delta_luminosity)
if(light)
SetLuminosity(light.luminosity + delta_luminosity)
else
SetLuminosity(delta_luminosity)
/area/SetLuminosity(new_luminosity) //we don't want dynamic lighting for areas
luminosity = !!new_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.
UpdateAffectingLights()
return 1
/atom/movable/light
icon = LIGHTING_ICON
icon_state = LIGHTING_ICON_STATE
layer = LIGHTING_LAYER
plane = LIGHTING_PLANE
mouse_opacity = 0
blend_mode = BLEND_OVERLAY
invisibility = INVISIBILITY_LIGHTING
color = "#000"
luminosity = 0
infra_luminosity = 1
anchored = 1
/atom/movable/light/Destroy(force)
if(!force)
return QDEL_HINT_LETMELIVE
var/turf/T = loc
. = ..()
if (T.lighting_object == src)
T.lighting_object = null
/atom/movable/light/New()
if (!isturf(loc))
PutOut()
throw EXCEPTION("Invalid light placement: loc must be a turf")
var/turf/T = loc
if (T.lighting_object && T.lighting_object != src)
PutOut()
throw EXCEPTION("BUG: /atom/movable/light created on a turf that already has one")
T.lighting_object = src
/atom/movable/light/proc/PutOut()
alpha = 0
qdel(src, force = TRUE)
/atom/movable/light/Move()
return 0
/turf
var/lighting_lumcount = 0
var/lighting_changed = 0
var/atom/movable/light/lighting_object //Will be null for space turfs and anything in a static lighting area
var/list/affecting_lights //all /light_source affecting this turf, lazy initialized
var/starlight = 0 //Amount of starlight hitting this turf
/turf/ChangeTurf(path)
if(!path || (!use_preloader && path == type)) //Sucks this is here but it would cause problems otherwise.
return ..()
for(var/obj/effect/decal/cleanable/decal in src.contents)
qdel(decal)
if(light)
qdel(light)
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
var/oldbaseturf = baseturf
var/old_starlight = starlight
var/list/our_lights //reset affecting_lights if needed
if(opacity != initial(path:opacity) && old_lumcount)
UpdateAffectingLights()
if(affecting_lights)
our_lights = affecting_lights.Copy()
. = ..() //At this point the turf has changed
affecting_lights = our_lights
lighting_changed = 1 //Don't add ourself to SSlighting.changed_turfs
update_lumcount(old_lumcount, LIGHTING_REGULAR)
starlight = old_starlight
baseturf = oldbaseturf
lighting_object = locate() in src
init_lighting()
for(var/turf/open/space/S in RANGE_TURFS(1,src)) //RANGE_TURFS is in code\__HELPERS\game.dm
S.update_starlight()
/turf/proc/update_lumcount(amount, mode)
switch(mode)
if(LIGHTING_REGULAR)
lighting_lumcount += amount
if(LIGHTING_STARLIGHT)
if(amount > starlight)
lighting_lumcount -= starlight
starlight = amount
lighting_lumcount += amount
else if(amount && amount == -starlight)
lighting_lumcount -= starlight
starlight = 0
for(var/thing in affecting_lights)
var/datum/light_source/LS = thing
if(LS.mode == LIGHTING_STARLIGHT)
var/starlight_test = LS.effect[src]
if(starlight < starlight_test)
starlight = starlight_test
lighting_lumcount += starlight
if(!lighting_changed)
SSlighting.changed_turfs += src
lighting_changed = 1
/turf/open/space/update_lumcount(amount, mode) //Keep track in case the turf becomes a floor at some point, but don't process.
lighting_changed = TRUE
..()
lighting_changed = FALSE
/turf/proc/init_lighting()
var/area/A = loc
if(!IS_DYNAMIC_LIGHTING(A))
if(lighting_changed)
lighting_changed = 0
if(lighting_object)
lighting_object.PutOut()
else
if(!lighting_object)
lighting_object = new (src)
redraw_lighting(1)
for(var/turf/open/space/T in RANGE_TURFS(1,src))
T.update_starlight()
/turf/open/space/init_lighting()
if(lighting_changed)
lighting_changed = 0
if(lighting_object)
lighting_object.PutOut()
/turf/proc/redraw_lighting(instantly = 0)
if(lighting_object)
var/newalpha
if(lighting_lumcount <= 0)
newalpha = 255
else
if(lighting_lumcount < LIGHTING_CAP)
var/num = Clamp(lighting_lumcount * LIGHTING_CAP_FRAC, 0, 255)
newalpha = 255-num
else //if(lighting_lumcount >= LIGHTING_CAP)
newalpha = 0
if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
newalpha = 255
if(lighting_object.alpha != newalpha)
if(instantly)
lighting_object.alpha = newalpha
else
animate(lighting_object, alpha = newalpha, time = LIGHTING_TIME)
if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
luminosity = 0
lighting_object.luminosity = 0
else
luminosity = 1
lighting_object.luminosity = 1
lighting_changed = 0
/turf/proc/get_lumcount()
. = LIGHTING_CAP
var/area/A = src.loc
if(IS_DYNAMIC_LIGHTING(A))
. = src.lighting_lumcount
/area
var/lighting_use_dynamic = DYNAMIC_LIGHTING_ENABLED //Turn this flag off to make the area fullbright
/area/New()
. = ..()
if(lighting_use_dynamic != DYNAMIC_LIGHTING_ENABLED)
luminosity = 1
/area/proc/SetDynamicLighting()
if (lighting_use_dynamic == DYNAMIC_LIGHTING_DISABLED)
lighting_use_dynamic = DYNAMIC_LIGHTING_ENABLED
luminosity = 0
for(var/turf/T in src.contents)
T.init_lighting()
T.update_lumcount(0)
//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()
/atom/movable/UpdateAffectingLights()
if(isturf(loc))
loc.UpdateAffectingLights()
/turf/UpdateAffectingLights()
if(affecting_lights)
for(var/datum/light_source/thing in affecting_lights)
if (!thing.changed)
thing.changed() //force it to update at next process()
#define LIGHTING_MAX_LUMINOSITY_STATIC 8 //Maximum luminosity to reduce lag.
#define LIGHTING_MAX_LUMINOSITY_MOBILE 7 //Moving objects have a lower max luminosity since these update more often. (lag reduction)
#define LIGHTING_MAX_LUMINOSITY_MOB 6
#define LIGHTING_MAX_LUMINOSITY_TURF 8 //turfs are static too, why was this 1?!
//caps luminosity effects max-range based on what type the light's owner is.
/atom/proc/get_light_range(radius)
return min(radius, LIGHTING_MAX_LUMINOSITY_STATIC)
/atom/movable/get_light_range(radius)
return min(radius, LIGHTING_MAX_LUMINOSITY_MOBILE)
/mob/get_light_range(radius)
return min(radius, LIGHTING_MAX_LUMINOSITY_MOB)
/obj/machinery/light/get_light_range(radius)
return min(radius, LIGHTING_MAX_LUMINOSITY_STATIC)
/turf/get_light_range(radius)
return min(radius, LIGHTING_MAX_LUMINOSITY_TURF)
#undef LIGHTING_MAX_LUMINOSITY_STATIC
#undef LIGHTING_MAX_LUMINOSITY_MOBILE
#undef LIGHTING_MAX_LUMINOSITY_MOB
#undef LIGHTING_MAX_LUMINOSITY_TURF