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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-27 06:54:18 +01:00
Sunlight (#2542)
Implements a configurable sun for a sunlight effect using the lighting engine. Abuses Z-lights to illuminate Zs in a semi-realistic way. Kinda slow at setting state, but state changes shouldn't lag & are rare. Also adds the ability to create lights that ignore visibility when calculating range, causing them to shine through objects/walls.
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@@ -276,6 +276,9 @@ var/list/gamemode_cache = list()
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var/access_deny_vms = 0
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var/access_warn_vms = 0
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var/sun_accuracy = 8
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var/sun_target_z = 7
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/datum/configuration/New()
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var/list/L = typesof(/datum/game_mode) - /datum/game_mode
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for (var/T in L)
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@@ -920,6 +923,12 @@ var/list/gamemode_cache = list()
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if("use_loyalty_implants")
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config.use_loyalty_implants = 1
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if ("sunlight_accuracy")
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config.sun_accuracy = value
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if ("sunlight_z")
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config.sun_target_z = value
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else
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log_misc("Unknown setting in configuration: '[name]'")
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@@ -5,6 +5,7 @@ var/datum/controller/subsystem/lighting/SSlighting
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/datum/controller/subsystem/lighting
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name = "Lighting"
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wait = LIGHTING_INTERVAL
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flags = SS_FIRE_IN_LOBBY
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priority = SS_PRIORITY_LIGHTING
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init_order = SS_INIT_LIGHTING
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@@ -31,7 +32,10 @@ var/datum/controller/subsystem/lighting/SSlighting
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LAZYINITLIST(lighting_overlays)
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/datum/controller/subsystem/lighting/stat_entry()
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..("O:[lighting_overlays.len] C:[lighting_corners.len] ITL:[round(instant_tick_limit, 0.1)]%\n\tP:{L:[light_queue.len]|C:[corner_queue.len]|O:[overlay_queue.len]}\n\tL:{L:[processed_lights]|C:[processed_corners]|O:[processed_overlays]}")
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var/out = "O:[lighting_overlays.len] C:[lighting_corners.len] ITL:[round(instant_tick_limit, 0.1)]%\n"
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out += "\tP:{L:[light_queue.len]|C:[corner_queue.len]|O:[overlay_queue.len]}\n"
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out += "\tL:{L:[processed_lights]|C:[processed_corners]|O:[processed_overlays]}\n"
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..(out)
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/datum/controller/subsystem/lighting/ExplosionStart()
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force_queued = TRUE
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@@ -0,0 +1,93 @@
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/var/datum/controller/subsystem/sunlight/SSsunlight
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/datum/controller/subsystem/sunlight
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name = "Sunlight"
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flags = SS_NO_FIRE
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init_order = SS_INIT_SUNLIGHT
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var/list/light_points = list()
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var/config.sun_target_z = 7
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var/list/presets
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/datum/controller/subsystem/sunlight/New()
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NEW_SS_GLOBAL(SSsunlight)
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/datum/controller/subsystem/sunlight/stat_entry()
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..("A:[config.sun_accuracy] LP:[light_points.len] Z:[config.sun_target_z]")
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/datum/controller/subsystem/sunlight/Initialize()
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presets = list()
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for (var/thing in subtypesof(/datum/sun_state))
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presets += new thing
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var/thing
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var/turf/T
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for (thing in block(locate(1, 1, config.sun_target_z), locate(world.maxx, world.maxy, config.sun_target_z)))
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T = thing
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if (!(T.x % config.sun_accuracy) && !(T.y % config.sun_accuracy))
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light_points += new /atom/movable/sunobj(thing)
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CHECK_TICK
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log_debug("sunlight: [light_points.len] sun emitters.")
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..()
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/datum/controller/subsystem/sunlight/proc/set_overall_light(...)
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. = 0
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SSlighting.force_queued = TRUE
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for (var/thing in light_points)
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var/atom/movable/AM = thing
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AM.set_light(arglist(args))
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.++
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CHECK_TICK
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if (!SSlighting.force_override)
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SSlighting.force_queued = FALSE
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/datum/controller/subsystem/sunlight/proc/apply_sun_state(datum/sun_state/S)
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log_debug("sunlight: Applying preset [S].")
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set_overall_light(config.sun_accuracy * 1.2, 1, S.color)
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/atom/movable/sunobj
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name = "sunlight emitter"
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desc = "Weren't you told to never look directly at the sun? (but seriously, you shouldn't see this)"
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light_novis = TRUE
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light_range = 16
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simulated = FALSE
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mouse_opacity = FALSE
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/atom/movable/sunobj/Destroy(force = FALSE)
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if (!force)
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crash_with("Something attempted to delete a sunobj!")
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return QDEL_HINT_LETMELIVE
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SSsunlight.light_points -= src
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return ..()
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/atom/movable/sunobj/Initialize()
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light_range = Ceiling(config.sun_accuracy * 1.2)
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return ..()
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/datum/sun_state
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var/color = "#FFFFFF"
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var/name = "INVALID"
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/datum/sun_state/default
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name = "Default"
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/datum/sun_state/sensual
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name = "Sensual"
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color = LIGHT_COLOR_PINK
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/datum/sun_state/red
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name = "Nar-Sie"
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color = "#FF0000"
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/datum/sun_state/less_red
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name = "Red"
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color = LIGHT_COLOR_RED
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/datum/sun_state/blue
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name = "Blue"
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color = LIGHT_COLOR_BLUE
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