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Initial Commit
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/*
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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.
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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 lighting_controller. This carries additional overheads, however it
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means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
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over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
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setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
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turning it back on with lighting_controller.processing = 1.
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Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
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for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
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at runtime)
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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 hopefully it's worth the hassle for the greater control we
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gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
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costs.
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Known Issues/TODO:
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admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
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mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
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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. Fairly easy to add this and the code is ready.
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*/
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#define LIGHTING_MAX_LUMINOSITY 12 //Hard maximum luminosity to prevet lag which could be caused by coders making mini-suns
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#define LIGHTING_MAX_LUMINOSITY_MOB 7 //Mobs get their own max because 60-odd human suns running around would be pretty silly
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#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
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#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha7.dmi' //Icon used for lighting shading 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/mobile = 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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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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if(istype(owner, /atom/movable)) mobile = 1 //apparantly this is faster than type-checking
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else mobile = 0 //Perhaps removing support for luminous turfs would be a good idea.
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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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lighting_controller.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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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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if(mobile)
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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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proc/remove_effect()
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// before we apply the effect we remove the light's current effect.
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if(effect.len)
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for(var/turf in effect) // negate the effect of this light source
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var/turf/T = turf
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T.update_lumcount(-effect[T])
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effect.Cut() // clear the effect list
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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 = new_effect() // identify the effects of this light source
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for(var/turf in effect)
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var/turf/T = turf
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T.update_lumcount(effect[T]) // apply the effect
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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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proc/new_effect()
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. = list()
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for(var/turf/T in view(owner.luminosity, owner))
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// var/area/A = T.loc
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// if(!A) continue
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var/change_in_lumcount = lum(T)
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if(change_in_lumcount > 0)
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.[T] = change_in_lumcount
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return .
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proc/lum(turf/A)
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return owner.luminosity - max(abs(A.x-__x),abs(A.y-__y))
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// var/dist = cheap_hypotenuse(A.x,A.y,__x,__y) //fetches the pythagorean distance between A and the light
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// if(owner.luminosity < dist) //if the turf is outside the radius the light doesn't illuminate it
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// return 0
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// return round(owner.luminosity - (dist/2),0.1)
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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 atoms with luminosity when they are constructed will create a light_source automatically
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//TODO: lag reduction
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turf/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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world.log << "[type] has luminosity at New()"
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if(light) world.log << "## 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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//TODO: lag reduction
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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) world.log << "## 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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//Turfs with opacity will trigger nearby lights to update at next lighting process.
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//TODO: is this really necessary? Removing it could help reduce lag during singulo-mayhem somewhat
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turf/Del()
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if(opacity)
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UpdateAffectingLights()
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..()
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//Objects with opacity will trigger nearby lights to update at next lighting process.
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atom/movable/Del()
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if(opacity)
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UpdateAffectingLights()
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..()
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//Sets our luminosity. Enforces a hardcoded maximum luminosity by default. This maximum can be overridden but it is extremely
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//unwise to do so.
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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 and delted once all its queues are complete
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//if we have a light already it is merely updated
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atom/proc/SetLuminosity(new_luminosity, max_luminosity = LIGHTING_MAX_LUMINOSITY)
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if(new_luminosity < 0)
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new_luminosity = 0
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// world.log << "## WARNING: [type] - luminosity cannot be negative"
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else if(max_luminosity < new_luminosity)
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new_luminosity = max_luminosity
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// if(luminosity != new_luminosity)
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// world.log << "## WARNING: [type] - LIGHT_MAX_LUMINOSITY exceeded"
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if(isturf(loc))
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if(light)
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if(luminosity != new_luminosity) //TODO: remove lights from the light list when they're not luminous? DONE 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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//Snowflake code to prevent mobs becoming suns (lag-prevention)
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mob/SetLuminosity(new_luminosity)
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..(new_luminosity,LIGHTING_MAX_LUMINOSITY_MOB)
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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(var/new_opacity)
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if(new_opacity == null) new_opacity = !opacity
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else if(opacity == new_opacity) return
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opacity = new_opacity
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UpdateAffectingLights()
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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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atom/proc/UpdateAffectingLights()
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var/turf/T = src
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if(!isturf(T))
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T = loc
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if(!isturf(T)) return
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for(var/atom in range(LIGHTING_MAX_LUMINOSITY,T)) //TODO: this will probably not work very well :(
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var/atom/A = atom
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if(A.light && A.luminosity)
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A.light.changed = 1 //force it to update at next process()
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// for(var/light in lighting_controller.lights) //TODO: this will probably laaaaaag
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// var/datum/light_source/L = light
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// if(L.changed) continue
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// if(!L.owner) continue
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// if(!L.owner.luminosity) continue
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// if(src in L.effect)
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// L.changed = 1
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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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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_lumcount < 0 || lighting_lumcount > 100)
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// world.log << "## WARNING: [type] ([src]) lighting_lumcount = [lighting_lumcount]"
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if(!lighting_changed)
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lighting_controller.changed_turfs += src
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lighting_changed = 1
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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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// change the turf's area depending on its brightness
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// restrict light to valid levels
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var/light = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
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var/find = findtextEx(Area.tag, "sd_L")
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var/new_tag = copytext(Area.tag, 1, find)
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new_tag += "sd_L[light]"
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if(Area.tag!=new_tag) //skip if already in this area
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var/area/A = locate(new_tag) // find an appropriate area
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if(!A)
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A = new Area.type() // create area if it wasn't found
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// replicate vars
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for(var/V in Area.vars)
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switch(V)
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if("contents","lighting_overlay","overlays") continue
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else
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if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V]
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A.tag = new_tag
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A.lighting_subarea = 1
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A.SetLightLevel(light)
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Area.related += A
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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/image/lighting_overlay //tracks the darkness image of the area for easy removal
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var/lighting_subarea = 0 //tracks whether we're a lighting sub-area
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proc/SetLightLevel(light)
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if(!src) return
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if(light <= 0)
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light = 0
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luminosity = 0
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else
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if(light > lighting_controller.lighting_states)
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light = lighting_controller.lighting_states
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luminosity = 1
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if(lighting_overlay)
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overlays -= lighting_overlay
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lighting_overlay.icon_state = "[light]"
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else
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lighting_overlay = image(LIGHTING_ICON,,num2text(light),LIGHTING_LAYER)
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overlays += lighting_overlay
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proc/InitializeLighting() //TODO: could probably improve this bit ~Carn
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if(!tag) tag = "[type]"
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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 LIGHTING_MAX_LUMINOSITY
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#undef LIGHTING_MAX_LUMINOSITY_MOB
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#undef LIGHTING_LAYER
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//#undef LIGHTING_ICON
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