mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 04:30:44 +01:00
More /vg/lighting tweaks
Rather then remove the light from all tiles, then re-add the light to all tiles, we just go thru each tile and diff the light level from the last value we added to it. (since this is tracked) This cut the proc calls for updating lights in half. Lighting objects now default to full brite rather then full dark so shuttles aren't as immersion breaking when they transit. Made lighting more agressive about clearing empty lists.
This commit is contained in:
@@ -25,8 +25,6 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
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var/cache_b = LIGHTING_SOFT_THRESHOLD
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var/cache_mx = 0
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var/update_gen = 0
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/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
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. = ..()
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@@ -6,6 +6,7 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
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anchored = TRUE
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icon = LIGHTING_ICON
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icon_state = "transparent"
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color = LIGHTING_BASE_MATRIX
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plane = LIGHTING_PLANE
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mouse_opacity = 0
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@@ -16,7 +17,7 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
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var/needs_update = FALSE
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/atom/movable/lighting_object/Initialize(mapload, var/no_update = FALSE)
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/atom/movable/lighting_object/Initialize(mapload)
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. = ..()
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verbs.Cut()
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GLOB.all_lighting_objects += src
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@@ -28,10 +29,8 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
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for(var/turf/open/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm
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S.update_starlight()
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if (no_update)
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return
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update()
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needs_update = TRUE
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GLOB.lighting_update_objects += src
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/atom/movable/lighting_object/Destroy(var/force)
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if (force)
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@@ -69,10 +68,17 @@ GLOBAL_LIST_EMPTY(all_lighting_objects) // Global list of lighting objects.
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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/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
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var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner
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var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner
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var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner
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var/datum/lighting_corner/ca = T.corners[1] || dummy_lighting_corner
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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) //done this way for speed
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cr = T.corners[3] || dummy_lighting_corner
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cg = T.corners[2] || dummy_lighting_corner
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cb = T.corners[4] || dummy_lighting_corner
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ca = T.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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@@ -8,6 +8,6 @@
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if(!IS_DYNAMIC_LIGHTING(T))
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continue
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new/atom/movable/lighting_object(T, TRUE)
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new/atom/movable/lighting_object(T)
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CHECK_TICK
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CHECK_TICK
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@@ -26,22 +26,15 @@
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var/applied = FALSE // Whether we have applied our light yet or not.
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var/vis_update // Whether we should smartly recalculate visibility. and then only update tiles that became (in)visible to us.
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var/needs_update // Whether we are queued for an update.
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var/force_update
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var/needs_update = LIGHTING_NO_UPDATE // Whether we are queued for an update.
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/datum/light_source/New(var/atom/owner, var/atom/top)
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source_atom = owner // Set our new owner.
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if (!source_atom.light_sources)
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source_atom.light_sources = list()
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source_atom.light_sources += src // Add us to the lights of our owner.
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LAZYADD(source_atom.light_sources, src)
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top_atom = top
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if (top_atom != source_atom)
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if (!top.light_sources)
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top.light_sources = list()
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top_atom.light_sources += src
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LAZYADD(top_atom.light_sources, src)
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source_turf = top_atom
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pixel_turf = get_turf_pixel(top_atom) || source_turf
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@@ -52,20 +45,18 @@
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parse_light_color()
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effect_str = list()
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affecting_turfs = list()
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update()
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return ..()
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/datum/light_source/Destroy(force)
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force_update()
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remove_lum()
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if (source_atom)
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source_atom.light_sources -= src
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LAZYREMOVE(source_atom.light_sources, src)
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if (top_atom)
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top_atom.light_sources -= src
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LAZYREMOVE(top_atom.light_sources, src)
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. = ..()
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if(!force)
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return QDEL_HINT_IWILLGC
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@@ -73,79 +64,34 @@
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// Yes this doesn't align correctly on anything other than 4 width tabs.
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// If you want it to go switch everybody to elastic tab stops.
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// Actually that'd be great if you could!
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#define EFFECT_UPDATE \
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if (!needs_update) \
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{ \
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GLOB.lighting_update_lights += src; \
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needs_update = TRUE; \
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}
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#define EFFECT_UPDATE(level) \
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if (needs_update == LIGHTING_NO_UPDATE) \
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GLOB.lighting_update_lights += src; \
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if (needs_update < level) \
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needs_update = level; \
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// This proc will cause the light source to update the top atom, and add itself to the update queue.
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/datum/light_source/proc/update(var/atom/new_top_atom)
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// This top atom is different.
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if (new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom.
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top_atom.light_sources -= src
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LAZYREMOVE(top_atom.light_sources, src)
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top_atom = new_top_atom
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if (top_atom != source_atom)
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LAZYADD(top_atom.light_sources, src) // Add ourselves to the light sources of our new top atom.
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EFFECT_UPDATE
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EFFECT_UPDATE(LIGHTING_CHECK_UPDATE)
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// Will force an update without checking if it's actually needed.
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/datum/light_source/proc/force_update()
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force_update = 1
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EFFECT_UPDATE
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EFFECT_UPDATE(LIGHTING_FORCE_UPDATE)
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// Will cause the light source to recalculate turfs that were removed or added to visibility only.
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/datum/light_source/proc/vis_update()
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vis_update = 1
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EFFECT_UPDATE
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// Will check if we actually need to update, and update any variables that may need to be updated.
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/datum/light_source/proc/check()
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if (!source_atom || !light_range || !light_power)
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qdel(src)
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return 1
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if (!top_atom)
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top_atom = source_atom
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. = 1
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if (isturf(top_atom))
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if (source_turf != top_atom)
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source_turf = top_atom
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pixel_turf = source_turf
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. = 1
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else if (top_atom.loc != source_turf)
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source_turf = top_atom.loc
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pixel_turf = get_turf_pixel(top_atom)
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. = 1
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else
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var/P = get_turf_pixel(top_atom)
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if (P != pixel_turf)
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. = 1
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pixel_turf = get_turf_pixel(top_atom)
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if (source_atom.light_power != light_power)
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light_power = source_atom.light_power
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. = 1
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if (source_atom.light_range != light_range)
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light_range = source_atom.light_range
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. = 1
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if (light_range && light_power && !applied)
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. = 1
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if (source_atom.light_color != light_color)
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light_color = source_atom.light_color
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parse_light_color()
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. = 1
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EFFECT_UPDATE(LIGHTING_VIS_UPDATE)
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// Decompile the hexadecimal colour into lumcounts of each perspective.
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/datum/light_source/proc/parse_light_color()
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@@ -164,48 +110,47 @@
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// As such this all gets counted as a single line.
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// The braces and semicolons are there to be able to do this on a single line.
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#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
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#define APPLY_CORNER(C) \
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. = LUM_FALLOFF(C, pixel_turf); \
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\
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. *= light_power; \
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\
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effect_str[C] = .; \
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\
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b \
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#define APPLY_CORNER(C) \
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. = LUM_FALLOFF(C, pixel_turf); \
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. *= light_power; \
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var/OLD = effect_str[C]; \
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\
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effect_str[C] = .; \
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\
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C.update_lumcount \
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( \
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(. * lum_r) - (OLD * applied_lum_r), \
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(. * lum_g) - (OLD * applied_lum_g), \
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(. * lum_g) - (OLD * applied_lum_g) \
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);
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// I don't need to explain what this does, do I?
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#define REMOVE_CORNER(C) \
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. = -effect_str[C]; \
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b \
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#define REMOVE_CORNER(C) \
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. = -effect_str[C]; \
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C.update_lumcount \
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( \
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. * applied_lum_r, \
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. * applied_lum_g, \
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. * applied_lum_b \
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);
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// This is the define used to calculate falloff.
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/*
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/datum/light_source/proc/apply_lum()
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var/static/update_gen = 1
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applied = 1
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// Keep track of the last applied lum values so that the lighting can be reversed
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applied_lum_r = lum_r
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applied_lum_g = lum_g
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applied_lum_b = lum_b
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var/thing
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var/datum/lighting_corner/C
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var/corners = list()
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LAZYINITLIST(effect_str)
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FOR_DVIEW(var/turf/T, light_range+1, source_turf, INVISIBILITY_LIGHTING)
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if (!T.lighting_corners_initialised)
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T.generate_missing_corners()
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var/list/turf_corners = T.get_corners()
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for (thing in T.get_corners())
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for (thing in turf_corners)
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C = thing
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if (C.update_gen == update_gen)
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continue
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@@ -220,9 +165,13 @@
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APPLY_CORNER(C)
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LAZYADD(T.affecting_lights, src)
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affecting_turfs += T
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LAZYADD(affecting_turfs, T)
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FOR_DVIEW_END
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update_gen++
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applied_lum_r = lum_r
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applied_lum_g = lum_g
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applied_lum_b = lum_b
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*/
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/datum/light_source/proc/remove_lum()
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applied = FALSE
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@@ -231,7 +180,7 @@
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var/turf/T = thing
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LAZYREMOVE(T.affecting_lights, src)
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affecting_turfs.Cut()
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affecting_turfs = null
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var/datum/lighting_corner/C
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for (thing in effect_str)
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@@ -240,7 +189,7 @@
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LAZYREMOVE(C.affecting, src)
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effect_str.Cut()
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effect_str = null
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/datum/light_source/proc/recalc_corner(var/datum/lighting_corner/C)
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if (effect_str.Find(C)) // Already have one.
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@@ -248,22 +197,74 @@
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APPLY_CORNER(C)
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/datum/light_source/proc/smart_vis_update()
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/datum/light_source/proc/update_corners()
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var/update = FALSE
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if (!source_atom)
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qdel(src)
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return
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if (source_atom.light_power != light_power)
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light_power = source_atom.light_power
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update = TRUE
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if (source_atom.light_range != light_range)
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light_range = source_atom.light_range
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update = TRUE
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if (!top_atom)
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top_atom = source_atom
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update = TRUE
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if (!light_range || !light_power)
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qdel(src)
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return
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if (isturf(top_atom))
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if (source_turf != top_atom)
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source_turf = top_atom
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pixel_turf = source_turf
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update = TRUE
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else if (top_atom.loc != source_turf)
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source_turf = top_atom.loc
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pixel_turf = get_turf_pixel(top_atom)
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update = TRUE
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else
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var/P = get_turf_pixel(top_atom)
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if (P != pixel_turf)
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pixel_turf = get_turf_pixel(top_atom)
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update = TRUE
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if (light_range && light_power && !applied)
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update = TRUE
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if (source_atom.light_color != light_color)
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light_color = source_atom.light_color
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parse_light_color()
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update = TRUE
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else if (applied_lum_r != lum_r || applied_lum_g != lum_g || applied_lum_b != lum_b)
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update = TRUE
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if (update)
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needs_update = LIGHTING_CHECK_UPDATE
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else if (needs_update == LIGHTING_CHECK_UPDATE)
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return //nothing's changed
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var/list/datum/lighting_corner/corners = list()
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var/list/turf/turfs = list()
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var/thing
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var/datum/lighting_corner/C
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var/turf/T
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FOR_DVIEW(T, light_range+1, source_turf, 0)
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if (!T.lighting_corners_initialised)
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T.generate_missing_corners()
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FOR_DVIEW(T, Ceiling(light_range), source_turf, 0)
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for (thing in T.get_corners(source_turf))
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C = thing
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corners[C] = 0
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turfs += T
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FOR_DVIEW_END
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LAZYINITLIST(affecting_turfs)
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var/list/L = turfs - affecting_turfs // New turfs, add us to the affecting lights of them.
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affecting_turfs += L
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for (thing in L)
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@@ -276,9 +277,8 @@
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T = thing
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LAZYREMOVE(T.affecting_lights, src)
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for (thing in corners - effect_str) // New corners
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LAZYINITLIST(effect_str)
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for (thing in (needs_update == LIGHTING_VIS_UPDATE ? corners - effect_str : corners)) // New corners
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C = thing
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LAZYADD(C.affecting, src)
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if (!C.active)
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@@ -293,6 +293,13 @@
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LAZYREMOVE(C.affecting, src)
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effect_str -= C
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applied_lum_r = lum_r
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applied_lum_g = lum_g
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applied_lum_b = lum_b
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UNSETEMPTY(effect_str)
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UNSETEMPTY(affecting_turfs)
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#undef EFFECT_UPDATE
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#undef LUM_FALLOFF
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#undef REMOVE_CORNER
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@@ -113,12 +113,18 @@
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lighting_clear_overlay()
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/turf/proc/get_corners()
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if (!IS_DYNAMIC_LIGHTING(src))
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return null
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if (!lighting_corners_initialised)
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generate_missing_corners()
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if (has_opaque_atom)
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return null // Since this proc gets used in a for loop, null won't be looped though.
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return corners
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/turf/proc/generate_missing_corners()
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if (!IS_DYNAMIC_LIGHTING(src))
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return
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lighting_corners_initialised = TRUE
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if (!corners)
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corners = list(null, null, null, null)
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Reference in New Issue
Block a user