mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-27 06:54:18 +01:00
Z-Lights Mk 2 (#4383)
changes: Bidirectional source Z-lights have been reverted to single-direction in favor of corner z-bleed. Z-mimic turfs will now average their light level with their mimiced turf to better approximate Z-lighting. Openspaces have been made significantly less dark. Corners no longer incorrectly always take the instant update pathway. MultiZ helpers are now macros. More things now properly respect area dynamic lighting settings.
This commit is contained in:
@@ -1,7 +1,9 @@
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#ifdef AO_USE_LIGHTING_OPACITY
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#define AO_TURF_CHECK(T) (!T.has_opaque_atom || !T.permit_ao)
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#define AO_SELF_CHECK(T) (!T.has_opaque_atom)
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#else
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#define AO_TURF_CHECK(T) (!T.density || !T.opacity || !T.permit_ao)
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#define AO_SELF_CHECK(T) (!T.density && !T.opacity)
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#endif
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/turf
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@@ -29,7 +31,7 @@
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var/turf/T
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if (flags & MIMIC_BELOW)
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CALCULATE_NEIGHBORS(src, ao_neighbors_mimic, T, (T.flags & MIMIC_BELOW))
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if (!has_opaque_atom && !(flags & MIMIC_NO_AO))
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if (AO_SELF_CHECK(src) && !(flags & MIMIC_NO_AO))
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CALCULATE_NEIGHBORS(src, ao_neighbors, T, AO_TURF_CHECK(T))
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/proc/make_ao_image(corner, i, px = 0, py = 0, pz = 0, pw = 0)
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@@ -41,6 +43,7 @@
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I.alpha = WALL_AO_ALPHA
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I.blend_mode = BLEND_OVERLAY
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I.appearance_flags = RESET_ALPHA|RESET_COLOR|TILE_BOUND
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I.layer = AO_LAYER
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// If there's an offset, counteract it.
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if (px || py || pz || pw)
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I.pixel_x = -px
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@@ -109,3 +112,5 @@
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#undef REGEN_AO
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#undef PROCESS_AO_CORNER
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#undef AO_TURF_CHECK
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#undef AO_SELF_CHECK
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@@ -292,7 +292,7 @@
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// Handle light requirements.
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if(!light_supplied)
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if (current_turf.dynamic_lighting)
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if (TURF_IS_DYNAMICALLY_LIT(current_turf))
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light_supplied = current_turf.get_lumcount(0, 3) * 10
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else
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light_supplied = 5
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@@ -647,10 +647,11 @@
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light_string = "that the internal lights are set to [tray_light] lumens"
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else
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var/light_available
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if(T.dynamic_lighting)
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if(TURF_IS_DYNAMICALLY_LIT(T))
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light_available = T.get_lumcount(0, 3) * 10
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else
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light_available = 5
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light_available = 5
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light_string = "a light level of [light_available] lumens"
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usr << "The tray's sensor suite is reporting [light_string] and a temperature of [environment.temperature]K."
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@@ -11,16 +11,20 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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/datum/lighting_corner
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var/turf/t1 // These are in no particular order.
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var/t1i // Our index in this turf's corners list.
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var/turf/t2
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var/t2i
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var/turf/t3
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var/t3i
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var/turf/t4
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var/t4i
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var/list/datum/light_source/affecting // Light sources affecting us.
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var/active = FALSE // TRUE if one of our masters has dynamic lighting.
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var/x = 0
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var/y = 0
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var/z = 0
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var/x = 0
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var/y = 0
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var/z = 0
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var/lum_r = 0
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var/lum_g = 0
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@@ -34,11 +38,12 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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var/cache_b = LIGHTING_SOFT_THRESHOLD
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var/cache_mx = 0
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/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
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/datum/lighting_corner/New(turf/new_turf, diagonal)
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SSlighting.lighting_corners += src
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t1 = new_turf
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z = new_turf.z
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t1i = REVERSE_LIGHTING_CORNER_DIAGONAL[diagonal]
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var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
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var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one.
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@@ -60,6 +65,7 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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t2 = T
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i = REVERSE_LIGHTING_CORNER_DIAGONAL[diagonal]
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t2i = i
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T.corners[i] = src
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// Now the horizontal one.
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@@ -70,6 +76,7 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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t3 = T
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i = REVERSE_LIGHTING_CORNER_DIAGONAL[((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH)] // Get the dir based on coordinates.
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t3i = i
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T.corners[i] = src
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// And finally the vertical one.
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@@ -80,6 +87,7 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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t4 = T
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i = REVERSE_LIGHTING_CORNER_DIAGONAL[((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH)] // Get the dir based on coordinates.
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t4i = i
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T.corners[i] = src
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update_active()
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@@ -95,18 +103,21 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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#undef OVERLAY_PRESENT
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// God that was a mess, now to do the rest of the corner code! Hooray!
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/datum/lighting_corner/proc/update_lumcount(var/delta_r, var/delta_g, var/delta_b, var/delta_u, var/now = FALSE)
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/datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b, delta_u, now = FALSE)
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if (!(delta_r + delta_g + delta_b)) // Don't check u since the overlay doesn't care about it.
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return
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lum_r += delta_r
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lum_g += delta_g
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lum_b += delta_b
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lum_u += delta_u
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if (needs_update || !(delta_r + delta_g + delta_b)) // Don't check u since the overlay doesn't care about it.
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// This needs to be down here instead of the above if so the lum values are properly updated.
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if (needs_update)
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return
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if (!now)
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needs_update = TRUE
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update_overlays(FALSE)
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SSlighting.corner_queue += src
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else
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update_overlays(TRUE)
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@@ -122,9 +133,60 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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} \
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}
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/datum/lighting_corner/proc/update_overlays(var/now = FALSE)
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#define AVERAGE_BELOW_CORNER(Tt, Ti) \
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if (TURF_IS_MIMICING(Tt)) { \
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T = GET_BELOW(Tt); \
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if (T && T.corners && TURF_IS_DYNAMICALLY_LIT_UNSAFE(T)) { \
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C = T.corners[Ti]; \
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if (C) { \
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divisor += 1; \
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lr += C.lum_r; \
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lg += C.lum_g; \
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lb += C.lum_b; \
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} \
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} \
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}
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#define UPDATE_ABOVE_CORNER(Tt, Ti) \
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if (Tt) { \
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T = GET_ABOVE(Tt); \
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if (TURF_IS_MIMICING(T) && TURF_IS_DYNAMICALLY_LIT_UNSAFE(T)) { \
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if (!T.corners) { \
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T.generate_missing_corners(); \
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} \
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C = T.corners[Ti]; \
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if (C && !C.needs_update) { \
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C.update_overlays(FALSE); \
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} \
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} \
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}
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/datum/lighting_corner/proc/update_overlays(now = FALSE)
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var/lr = lum_r
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var/lg = lum_g
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var/lb = lum_b
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#ifdef USE_CORNER_ZBLEED
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var/divisor = 1
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var/datum/lighting_corner/C
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var/turf/T
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AVERAGE_BELOW_CORNER(t1, t1i)
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AVERAGE_BELOW_CORNER(t2, t2i)
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AVERAGE_BELOW_CORNER(t3, t3i)
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AVERAGE_BELOW_CORNER(t4, t4i)
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if (divisor > 1)
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lr /= divisor
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lg /= divisor
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lb /= divisor
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#endif
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// Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually.
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var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1.
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var/mx = max(lr, lg, lb) // Scale it so 1 is the strongest lum, if it is above 1.
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. = 1 // factor
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if (mx > 1)
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. = 1 / mx
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@@ -132,9 +194,13 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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else if (mx < LIGHTING_SOFT_THRESHOLD)
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. = 0 // 0 means soft lighting.
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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if (.)
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cache_r = round(lr * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_g = round(lg * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_b = round(lb * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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else
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cache_r = cache_g = cache_b = LIGHTING_SOFT_THRESHOLD
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cache_mx = round(mx, LIGHTING_ROUND_VALUE)
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UPDATE_MASTER(t1)
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@@ -142,7 +208,18 @@ var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1)
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UPDATE_MASTER(t3)
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UPDATE_MASTER(t4)
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#ifdef USE_CORNER_ZBLEED
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UPDATE_ABOVE_CORNER(t1, t1i)
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UPDATE_ABOVE_CORNER(t2, t2i)
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UPDATE_ABOVE_CORNER(t3, t3i)
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UPDATE_ABOVE_CORNER(t4, t4i)
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#endif
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#undef UPDATE_MASTER
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#undef AVERAGE_BELOW_CORNER
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#undef UPDATE_ABOVE_CORNER
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/datum/lighting_corner/Destroy(force = FALSE)
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crash_with("Some fuck [force ? "force-" : ""]deleted a lighting corner.")
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@@ -355,12 +355,7 @@
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var/test_x
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var/test_y
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var/zlights_going_up = FALSE
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var/turf/originalT // This is needed to reset our search point for bidirectional Z-lights.
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FOR_DVIEW(originalT, Ceiling(actual_range), source_turf, 0)
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T = originalT
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zlights_going_up = FALSE
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FOR_DVIEW(T, Ceiling(actual_range), source_turf, 0)
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check_t:
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if (light_angle && !facing_opaque) // Directional lighting coordinate filter.
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@@ -371,7 +366,7 @@
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if ((PSEUDO_WEDGE(limit_a_x, limit_a_y, test_x, test_y) > 0) || (PSEUDO_WEDGE(test_x, test_y, limit_b_x, limit_b_y) > 0))
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continue
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if (T.dynamic_lighting || T.light_sources)
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if (TURF_IS_DYNAMICALLY_LIT_UNSAFE(T) || T.light_sources)
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Tcorners = T.corners
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if (!T.lighting_corners_initialised)
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T.lighting_corners_initialised = TRUE
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@@ -396,19 +391,10 @@
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// Note: above is defined on ALL turfs, but below is only defined on OPEN TURFS.
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zlight_check:
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if (zlights_going_up) // If we're searching upwards, check above.
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if (istype(T.above)) // We escape the goto loop if this condition is false.
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T = T.above
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goto check_t
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else
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if (T && (T.flags & MIMIC_BELOW) && T.below) // Not searching upwards and we have a below turf.
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T = T.below // Consider the turf below us as well. (Z-lights)
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goto check_t
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else // Not searching upwards and we don't have a below turf.
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zlights_going_up = TRUE
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T = originalT
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goto zlight_check
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// Upwards lights are handled at the corner level, so only search down.
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if (T && (T.flags & MIMIC_BELOW) && T.below)
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T = T.below
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goto check_t
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END_FOR_DVIEW
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@@ -73,7 +73,7 @@
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check_t:
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if (T.dynamic_lighting || T.light_sources)
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if (TURF_IS_DYNAMICALLY_LIT_UNSAFE(T) || T.light_sources)
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Tcorners = T.corners
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if (!T.lighting_corners_initialised)
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T.lighting_corners_initialised = TRUE
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@@ -49,7 +49,7 @@ var/list/admin_verbs_lighting = list(
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if (!check_rights(R_DEBUG|R_DEV)) return
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if (!T.dynamic_lighting)
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if (TURF_IS_DYNAMICALLY_LIT(T))
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src << "That turf is not dynamically lit."
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return
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@@ -549,7 +549,7 @@
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src << "<span class='warning'>Your powers are not capable of taking you that far.</span>"
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return
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if (!T.dynamic_lighting || T.get_lumcount() > 0.1)
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if (T.get_lumcount() > 0.1)
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src << "<span class='warning'>The destination is too bright.</span>"
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return
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@@ -1287,7 +1287,7 @@
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//0.1% chance of playing a scary sound to someone who's in complete darkness
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if(isturf(loc) && rand(1,1000) == 1)
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var/turf/T = loc
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if(T.dynamic_lighting && T.get_lumcount() < 0.01) // give a little bit of tolerance for near-dark areas.
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if(T.get_lumcount() < 0.01) // give a little bit of tolerance for near-dark areas.
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playsound_local(src,pick(scarySounds),50, 1, -1)
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/mob/living/carbon/human/proc/handle_changeling()
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@@ -17,35 +17,25 @@ var/z_levels = 0 // Each bit represents a connection between adjacent levels. S
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SSatlas.height_markers -= src
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return ..()
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// The storage of connections between adjacent levels means some bitwise magic is needed.
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// Legacy shims.
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/proc/HasAbove(var/z)
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if(z >= world.maxz || z > 16 || z < 1)
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return 0
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return z_levels & (1 << (z - 1))
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return HAS_ABOVE(z)
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/proc/HasBelow(var/z)
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if(z > world.maxz || z > 17 || z < 2)
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return 0
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return z_levels & (1 << (z - 2))
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return HAS_BELOW(z)
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// Thankfully, no bitwise magic is needed here.
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/proc/GetAbove(var/atom/atom)
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var/turf/turf = get_turf(atom)
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if(!turf)
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return null
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return HasAbove(turf.z) ? get_step(turf, UP) : null
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/proc/GetAbove(atom/A)
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return A ? GET_ABOVE(A) : null
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/proc/GetBelow(var/atom/atom)
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var/turf/turf = get_turf(atom)
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if(!turf)
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return null
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return HasBelow(turf.z) ? get_step(turf, DOWN) : null
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/proc/GetBelow(atom/A)
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return A ? GET_BELOW(A) : null
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/proc/GetConnectedZlevels(z)
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. = list(z)
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for(var/level = z, HasBelow(level), level--)
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for(var/level = z, HAS_BELOW(level), level--)
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. += level-1
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for(var/level = z, HasAbove(level), level++)
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for(var/level = z, HAS_ABOVE(level), level++)
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. += level+1
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/proc/AreConnectedZLevels(var/zA, var/zB)
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@@ -68,9 +58,10 @@ var/z_levels = 0 // Each bit represents a connection between adjacent levels. S
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return new_entry[zB]
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/proc/get_zstep(ref, dir)
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if(dir == UP)
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. = GetAbove(ref)
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else if (dir == DOWN)
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. = GetBelow(ref)
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else
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. = get_step(ref, dir)
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switch (dir)
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if (UP)
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. = GET_ABOVE(ref)
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if (DOWN)
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. = GET_BELOW(ref)
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else
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. = get_step(ref, dir)
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@@ -1,6 +1,3 @@
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#define GET_BELOW_OR_NULL(atom, z) \
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(!(z > world.maxz || z > 17 || z < 2) && z_levels & (1 << (z - 2))) ? get_step(atom, DOWN) : null
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/datum/random_map/automata/cave_system
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iterations = 5
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descriptor = "moon caves"
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@@ -131,7 +128,7 @@
|
||||
if(EMPTY_CHAR)
|
||||
new_path = mineral_rich
|
||||
if(FLOOR_CHAR)
|
||||
var/turf/below = GET_BELOW_OR_NULL(T, T.z)
|
||||
var/turf/below = GET_BELOW(T)
|
||||
if(below)
|
||||
var/area/below_area = below.loc // Let's just assume that the turf is not in nullspace.
|
||||
if(below_area.station_area)
|
||||
@@ -164,5 +161,3 @@
|
||||
target_turf_type = /turf/unsimulated/chasm_mask
|
||||
mineral_sparse = /turf/simulated/floor/asteroid/ash
|
||||
mineral_rich = /turf/simulated/floor/asteroid/ash
|
||||
|
||||
#undef GET_BELOW_OR_NULL
|
||||
|
||||
Reference in New Issue
Block a user