Files
94d92803b4 Replaces our lighting system with CM's. (#21465)
Depends on #21458.

Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original
authors as:

- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)

The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677"
/>


- [x] Resolve todos
- [x] Look into open space fuckery (border objects)

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2025-11-04 21:27:42 +00:00

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// CENTCOM
/area/prison/solitary
name = "CentComm Solitary Confinement"
icon_state = "brig"
centcomm_area = 1
area_flags = AREA_FLAG_PRISON
/area/centcom
name = "Centcom"
icon_state = "centcom"
requires_power = 0
no_light_control = 1
base_turf = /turf/unsimulated/floor/plating
centcomm_area = 1
ambience = AMBIENCE_ARRIVALS
/area/centcom/control
name = "Centcom Control"
ambience = AMBIENCE_HIGHSEC
/area/centcom/spawning
name = "NTCC Odin Departures"
icon_state = "centcomspawn"
ambience = AMBIENCE_ARRIVALS
/area/centcom/start
name = "New Player Spawn"
base_lighting_alpha = 255
sound_environment = SOUND_ENVIRONMENT_OFF
/area/centcom/evac
name = "Centcom Emergency Shuttle"
icon_state = "centcomevac"
/area/centcom/suppy
name = "Centcom Supply Shuttle"
icon_state = "centcomsupply"
/area/centcom/ferry
name = "Centcom Transport Shuttle"
icon_state = "centcomferry"
/area/centcom/shuttle
name = "Centcom Administration Shuttle"
/area/centcom/test
name = "Centcom Testing Facility"
/area/centcom/living
name = "Centcom Living Quarters"
icon_state = "centcomliving"
/area/centcom/specops
name = "Centcom Special Ops"
icon_state = "centcomspecops"
/area/centcom/creed
name = "Creed's Office"
sound_environment = SOUND_AREA_SMALL_SOFTFLOOR
/area/centcom/holding
name = "Holding Facility"
icon_state = "centcomhold"
/area/centcom/checkpoint
/area/centcom/checkpoint/fore
name = "Fore Checkpoint"
icon_state = "centcomcheckfore"
/area/centcom/checkpoint/aft
name = "Aft Checkpoint"
icon_state = "centcomcheckaft"
/area/centcom/bar
name = "Valkyrie's Rest"
/area/centcom/legion
name = "BLV The Tower - Deck 1"
icon_state = "blvtower"
area_flags = AREA_FLAG_NO_CREW_EXPECTED
/area/centcom/legion/hangar5
name = "BLV The Tower - Hangar 5"
icon_state = "blvhangar5"
ambience = AMBIENCE_HANGAR
sound_environment = SOUND_ENVIRONMENT_HANGAR
/area/centcom/distress_prep
name = "Distress Team Preparation"
ambience = AMBIENCE_HIGHSEC
/area/merchant_station
name = "Merchant Station"
icon_state = "merchant"
requires_power = 0
no_light_control = 1
centcomm_area = 1
area_flags = AREA_FLAG_NO_CREW_EXPECTED
ambience = AMBIENCE_HIGHSEC
/area/merchant_station/warehouse
name = "Merchant Warehouse"
icon_state = "merchant_ware"
sound_environment = SOUND_AREA_LARGE_ENCLOSED
// Antagonist Bases
/area/antag
name = "Unknown Blacksite"
icon_state = "dark"
requires_power = FALSE
no_light_control = TRUE
centcomm_area = TRUE
area_flags = AREA_FLAG_NO_CREW_EXPECTED
/area/antag/mercenary
name = "Mercenary Barracks"
icon_state = "merc"
/area/antag/raider
name = "Raider Hideout"
icon_state = "raider"
/area/antag/ninja
name = "Ninja Preparation"
icon_state = "ninja"
/area/antag/burglar
name = "Burglar Hideout"
icon_state = "burglar"
/area/antag/jockey
name = "Jockey Workshop"
icon_state = "jockey"
/area/antag/loner
name = "Loner Basement"
icon_state = "loner"
/area/antag/wizard
name = "Wizard Mind Palace"
icon_state = "wizard"
/area/antag/actor
name = "Actor Preparation"
icon_state = "loner"
//THUNDERDOME
/area/tdome
name = "Thunderdome"
icon_state = "thunder"
requires_power = 0
sound_environment = SOUND_ENVIRONMENT_ARENA
no_light_control = 1
centcomm_area = 1
area_flags = AREA_FLAG_NO_CREW_EXPECTED
/area/tdome/tdome1
name = "Thunderdome (Team 1)"
icon_state = "green"
/area/tdome/tdome2
name = "Thunderdome (Team 2)"
icon_state = "yellow"
/area/tdome/tdomeadmin
name = "Thunderdome (Admin.)"
icon_state = "purple"
/area/tdome/tdomeobserve
name = "Thunderdome (Observer.)"
icon_state = "purple"
//Dungeons
/area/dungeon/crashed_ship
name = "Derelict Ship"
icon_state = "yellow"
area_flags = AREA_FLAG_RAD_SHIELDED | AREA_FLAG_SPAWN_ROOF
/area/dungeon/tomb
name = "Burial Chamber"
icon_state = "yellow"
area_flags = AREA_FLAG_SPAWN_ROOF
/area/dungeon/syndie_listening_post
name = "Abandoned Listening Post"
icon_state = "red"
area_flags = AREA_FLAG_SPAWN_ROOF
requires_power = 0
no_light_control = 1
/area/dungeon/anomaly_outpost
name = "Xenoarchaeological Outpost"
icon_state = "anomaly"
area_flags = AREA_FLAG_SPAWN_ROOF
requires_power = 0
no_light_control = 1
/area/dungeon/sol_outpost
name = "Solarian Outpost"
icon_state = "red"
area_flags = AREA_FLAG_SPAWN_ROOF
requires_power = 0
no_light_control = 1
/area/dungeon/crashed_satellite
name = "Communications Satellite"
icon_state = "tcomsatcham"
no_light_control = 1
/area/dungeon/skrell_ship
name = "Crashed Skrell Ship"
icon_state = "purple"
area_flags = AREA_FLAG_RAD_SHIELDED | AREA_FLAG_SPAWN_ROOF
/area/dungeon/bluespace_outpost
name = "Bluespace Outpost"
icon_state = "purple"
area_flags = AREA_FLAG_RAD_SHIELDED | AREA_FLAG_SPAWN_ROOF
//Away ships, third party ships, etc. Mostly for the ships that are expected to move on the overmap and/or have ghost roles.
/area/ship
name = "Ship"
icon_state = "ship"
requires_power = 0
sound_environment = SOUND_AREA_STANDARD_STATION
no_light_control = 1
area_flags = AREA_FLAG_RAD_SHIELDED | AREA_FLAG_SPAWN_ROOF