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:
Lohikar
2018-04-27 15:10:59 -05:00
committed by Erki
parent ec553e5796
commit 7ef4090f00
17 changed files with 151 additions and 75 deletions
+1 -6
View File
@@ -1,6 +1,3 @@
#define GET_BELOW_OR_NULL(atom, z) \
(!(z > world.maxz || z > 17 || z < 2) && z_levels & (1 << (z - 2))) ? get_step(atom, DOWN) : null
/datum/random_map/automata/cave_system
iterations = 5
descriptor = "moon caves"
@@ -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