Bleeding edgy refresh (#303)

* not code stuff

* other things

* global vars, defines, helpers

* onclick hud stuff, orphans, world.dm

* controllers and datums

* game folder

* everything not client/mobs in modules

* client folder

* stage 1 mob stuff

* simple animal things

* silicons

* carbon things

* ayylmaos and monkeys

* hyoomahn

* icons n shit

* sprite fixes

* compile fixes

* some fixes I cherrypicked.

* qdel fixes

* forgot brain refractors
This commit is contained in:
Poojawa
2017-03-21 11:44:10 -05:00
committed by GitHub
parent 099a6c8764
commit f67e9f6d87
1476 changed files with 344416 additions and 40694 deletions
+65 -59
View File
@@ -1,63 +1,67 @@
/turf
var/dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
var/dynamic_lighting = TRUE
luminosity = 1
var/tmp/lighting_corners_initialised = FALSE
var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf.
var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay.
var/tmp/atom/movable/lighting_object/lighting_object // Our lighting object.
var/tmp/list/datum/lighting_corner/corners
var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile.
/turf/New()
. = ..()
if (opacity)
has_opaque_atom = TRUE
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
/turf/proc/reconsider_lights()
for (var/datum/light_source/L in affecting_lights)
var/datum/light_source/L
var/thing
for (thing in affecting_lights)
L = thing
L.vis_update()
/turf/proc/lighting_clear_overlay()
if (lighting_overlay)
qdel(lighting_overlay, TRUE)
lighting_overlay = null
if (lighting_object)
qdel(lighting_object, TRUE)
for (var/datum/lighting_corner/C in corners)
var/datum/lighting_corner/C
var/thing
for (thing in corners)
C = thing
C.update_active()
for(var/turf/open/space/S in RANGE_TURFS(1,src)) //RANGE_TURFS is in code\__HELPERS\game.dm
S.update_starlight()
// Builds a lighting overlay for us, but only if our area is dynamic.
// Builds a lighting object for us, but only if our area is dynamic.
/turf/proc/lighting_build_overlay()
if (lighting_overlay)
if (lighting_object)
return
var/area/A = loc
if (IS_DYNAMIC_LIGHTING(A))
if (!lighting_corners_initialised)
generate_missing_corners()
if (!IS_DYNAMIC_LIGHTING(A))
return
PoolOrNew(/atom/movable/lighting_overlay, src)
if (!lighting_corners_initialised)
generate_missing_corners()
for (var/datum/lighting_corner/C in corners)
if (!C.active) // We would activate the corner, calculate the lighting for it.
for (var/L in C.affecting)
var/datum/light_source/S = L
S.recalc_corner(C)
new/atom/movable/lighting_object(src)
C.active = TRUE
var/thing
var/datum/lighting_corner/C
var/datum/light_source/S
for (thing in corners)
C = thing
if (!C.active) // We would activate the corner, calculate the lighting for it.
for (thing in C.affecting)
S = thing
S.recalc_corner(C)
C.active = TRUE
// Used to get a scaled lumcount.
/turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1)
if (!lighting_overlay)
return 0.5
if (!lighting_object)
return 1
var/totallums = 0
for (var/datum/lighting_corner/L in corners)
var/thing
var/datum/lighting_corner/L
for (thing in corners)
L = thing
totallums += L.lum_r + L.lum_b + L.lum_g
totallums /= 12 // 4 corners, each with 3 channels, get the average.
@@ -66,12 +70,24 @@
return CLAMP01(totallums)
// Returns a boolean whether the turf is on soft lighting.
// Soft lighting being the threshold at which point the overlay considers
// itself as too dark to allow sight and see_in_dark becomes useful.
// So basically if this returns true the tile is unlit black.
/turf/proc/is_softly_lit()
if (!lighting_object)
return FALSE
return !lighting_object.luminosity
// Can't think of a good name, this proc will recalculate the has_opaque_atom variable.
/turf/proc/recalc_atom_opacity()
has_opaque_atom = FALSE
for (var/atom/A in src.contents + src) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
if (A.opacity)
has_opaque_atom = TRUE
has_opaque_atom = opacity
if (!has_opaque_atom)
for (var/atom/A in src.contents) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
if (A.opacity)
has_opaque_atom = TRUE
break
// If an opaque movable atom moves around we need to potentially update visibility.
/turf/Entered(var/atom/movable/Obj, var/atom/OldLoc)
@@ -88,9 +104,9 @@
recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates.
reconsider_lights()
/turf/change_area(var/area/old_area, var/area/new_area)
if (IS_DYNAMIC_LIGHTING(new_area) != IS_DYNAMIC_LIGHTING(old_area))
if (IS_DYNAMIC_LIGHTING(new_area))
/turf/proc/change_area(var/area/old_area, var/area/new_area)
if (new_area.dynamic_lighting != old_area.dynamic_lighting)
if (new_area.dynamic_lighting)
lighting_build_overlay()
else
@@ -113,41 +129,31 @@
corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
/turf/ChangeTurf(path)
if(!path || (!use_preloader && path == type)) //Sucks this is here but it would cause problems otherwise.
if (!path || (!use_preloader && path == type) || !SSlighting.initialized)
return ..()
if (!lighting_corners_initialised)
if (!corners)
corners = list(null, null, null, null)
for (var/i = 1 to 4)
if (corners[i]) // Already have a corner on this direction.
continue
corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
var/old_opacity = opacity
var/old_dynamic_lighting = dynamic_lighting
var/old_affecting_lights = affecting_lights
var/old_lighting_overlay = lighting_overlay
var/old_lighting_object = lighting_object
var/old_corners = corners
for(var/obj/effect/decal/cleanable/decal in src.contents)
qdel(decal)
. = ..() //At this point the turf has changed
lighting_corners_initialised = TRUE
recalc_atom_opacity()
lighting_overlay = old_lighting_overlay
lighting_object = old_lighting_object
affecting_lights = old_affecting_lights
corners = old_corners
if((old_opacity != opacity) || (dynamic_lighting != old_dynamic_lighting))
if (old_opacity != opacity || dynamic_lighting != old_dynamic_lighting)
reconsider_lights()
if(dynamic_lighting != old_dynamic_lighting)
if(IS_DYNAMIC_LIGHTING(src))
if (dynamic_lighting != old_dynamic_lighting)
if (IS_DYNAMIC_LIGHTING(src))
lighting_build_overlay()
else
lighting_clear_overlay()
for(var/turf/open/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm
S.update_starlight()