mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
163 lines
4.4 KiB
Plaintext
163 lines
4.4 KiB
Plaintext
/atom/movable/lighting_overlay
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name = ""
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anchored = TRUE
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icon = LIGHTING_ICON
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icon_state = LIGHTING_BASE_ICON_STATE
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color = LIGHTING_BASE_MATRIX
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mouse_opacity = 0
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layer = LIGHTING_LAYER
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invisibility = INVISIBILITY_LIGHTING
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simulated = 0
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blend_mode = BLEND_MULTIPLY
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appearance_flags = NO_CLIENT_COLOR
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var/needs_update = FALSE
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#if WORLD_ICON_SIZE != 32
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transform = matrix(WORLD_ICON_SIZE / 32, 0, (WORLD_ICON_SIZE - 32) / 2, 0, WORLD_ICON_SIZE / 32, (WORLD_ICON_SIZE - 32) / 2)
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#endif
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/atom/movable/lighting_overlay/New()
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SSlighting.total_lighting_overlays++
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var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
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T.lighting_overlay = src
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T.luminosity = 0
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needs_update = TRUE
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SSlighting.overlay_queue += src
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/atom/movable/lighting_overlay/Destroy(force = FALSE)
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if (!force)
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return QDEL_HINT_LETMELIVE // STOP DELETING ME
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//L_PROF(loc, "overlay_destroy")
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SSlighting.total_lighting_overlays--
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var/turf/T = loc
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if (istype(T))
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T.lighting_overlay = null
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T.luminosity = 1
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return ..()
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// This is a macro PURELY so that the if below is actually readable.
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#define ALL_EQUAL ((rr == gr && gr == br && br == ar) && (rg == gg && gg == bg && bg == ag) && (rb == gb && gb == bb && bb == ab))
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/atom/movable/lighting_overlay/proc/update_overlay()
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var/turf/T = loc
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if (!isturf(T)) // Erm...
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if (loc)
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warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update_overlay() and got deleted!")
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else
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warning("A lighting overlay realised it was in nullspace in update_overlay() and got deleted!")
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qdel(src, TRUE)
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return
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// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
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var/list/corners = T.corners
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var/datum/lighting_corner/cr = dummy_lighting_corner
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var/datum/lighting_corner/cg = dummy_lighting_corner
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var/datum/lighting_corner/cb = dummy_lighting_corner
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var/datum/lighting_corner/ca = dummy_lighting_corner
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if (corners)
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cr = corners[3] || dummy_lighting_corner
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cg = corners[2] || dummy_lighting_corner
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cb = corners[4] || dummy_lighting_corner
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ca = corners[1] || dummy_lighting_corner
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var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
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luminosity = max > LIGHTING_SOFT_THRESHOLD
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var/rr = cr.cache_r
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var/rg = cr.cache_g
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var/rb = cr.cache_b
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var/gr = cg.cache_r
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var/gg = cg.cache_g
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var/gb = cg.cache_b
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var/br = cb.cache_r
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var/bg = cb.cache_g
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var/bb = cb.cache_b
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var/ar = ca.cache_r
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var/ag = ca.cache_g
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var/ab = ca.cache_b
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if ((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
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icon_state = LIGHTING_TRANSPARENT_ICON_STATE
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color = null
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else if (!luminosity)
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icon_state = LIGHTING_DARKNESS_ICON_STATE
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color = null
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else if (rr == LIGHTING_DEFAULT_TUBE_R && rg == LIGHTING_DEFAULT_TUBE_G && rb == LIGHTING_DEFAULT_TUBE_B && ALL_EQUAL)
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icon_state = LIGHTING_STATION_ICON_STATE
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color = null
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else
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icon_state = LIGHTING_BASE_ICON_STATE
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if (islist(color))
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var/list/c_list = color
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c_list[CL_MATRIX_RR] = rr
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c_list[CL_MATRIX_RG] = rg
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c_list[CL_MATRIX_RB] = rb
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c_list[CL_MATRIX_GR] = gr
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c_list[CL_MATRIX_GG] = gg
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c_list[CL_MATRIX_GB] = gb
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c_list[CL_MATRIX_BR] = br
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c_list[CL_MATRIX_BG] = bg
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c_list[CL_MATRIX_BB] = bb
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c_list[CL_MATRIX_AR] = ar
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c_list[CL_MATRIX_AG] = ag
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c_list[CL_MATRIX_AB] = ab
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color = c_list
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else
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color = list(
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rr, rg, rb, 0,
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gr, gg, gb, 0,
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br, bg, bb, 0,
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ar, ag, ab, 0,
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0, 0, 0, 1
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)
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// If we're on an openturf, update the shadower object too.
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if (T.above)
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var/turf/simulated/open/OT = T.above
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if (OT.shadower)
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OT.shadower.copy_lighting(src)
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else
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OT.update_icon()
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#undef ALL_EQUAL
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// Variety of overrides so the overlays don't get affected by weird things.
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/atom/movable/lighting_overlay/ex_act(severity)
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return 0
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/atom/movable/lighting_overlay/singularity_act()
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return
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/atom/movable/lighting_overlay/singularity_pull()
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return
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/atom/movable/lighting_overlay/singuloCanEat()
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return FALSE
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/atom/movable/lighting_overlay/can_fall()
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return FALSE
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// Override here to prevent things accidentally moving around overlays.
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/atom/movable/lighting_overlay/forceMove(atom/destination, no_tp = FALSE, harderforce = FALSE)
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if(harderforce)
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//L_PROF(loc, "overlay_forcemove")
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. = ..()
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/atom/movable/lighting_overlay/shuttle_move(turf/loc)
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return
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/atom/movable/lighting_overlay/conveyor_act()
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return
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