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synced 2026-07-20 20:45:28 +01:00
Refactor area and turf lighting (#60954)
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@@ -1,32 +1,59 @@
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/area
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luminosity = TRUE
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var/dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
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luminosity = 1
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///The mutable appearance we underlay to show light
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var/mutable_appearance/lighting_effect = null
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///Whether this area has a currently active base lighting, bool
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var/area_has_base_lighting = FALSE
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///alpha 0-255 of lighting_effect and thus baselighting intensity
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var/base_lighting_alpha = 0
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///The colour of the light acting on this area
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var/base_lighting_color = null
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/area/proc/set_dynamic_lighting(new_dynamic_lighting = DYNAMIC_LIGHTING_ENABLED)
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if (new_dynamic_lighting == dynamic_lighting)
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/area/proc/set_base_lighting(new_base_lighting_color = -1, new_alpha = -1)
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if(base_lighting_alpha == new_alpha && base_lighting_color == new_base_lighting_color)
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return FALSE
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dynamic_lighting = new_dynamic_lighting
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if (IS_DYNAMIC_LIGHTING(src))
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cut_overlay(/obj/effect/fullbright)
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blend_mode = BLEND_DEFAULT
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for (var/turf/T in src)
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if (IS_DYNAMIC_LIGHTING(T))
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T.lighting_build_overlay()
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else
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add_overlay(/obj/effect/fullbright)
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blend_mode = BLEND_MULTIPLY
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for (var/turf/T in src)
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if (T.lighting_object)
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T.lighting_clear_overlay()
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if(new_alpha != -1)
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base_lighting_alpha = new_alpha
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if(new_base_lighting_color != -1)
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base_lighting_color = new_base_lighting_color
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update_base_lighting()
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return TRUE
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/area/vv_edit_var(var_name, var_value)
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switch(var_name)
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if(NAMEOF(src, dynamic_lighting))
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set_dynamic_lighting(var_value)
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if("base_lighting_color")
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set_base_lighting(new_base_lighting_color = var_value)
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return TRUE
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if("base_lighting_alpha")
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set_base_lighting(new_alpha = var_value)
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return TRUE
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return ..()
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/area/proc/update_base_lighting()
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if(!area_has_base_lighting && (!base_lighting_alpha || !base_lighting_color))
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return
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if(!area_has_base_lighting)
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add_base_lighting()
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return
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remove_base_lighting()
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if(base_lighting_alpha && base_lighting_color)
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add_base_lighting()
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/area/proc/remove_base_lighting()
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for(var/turf/T in src)
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T.cut_overlay(lighting_effect)
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QDEL_NULL(lighting_effect)
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area_has_base_lighting = FALSE
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/area/proc/add_base_lighting()
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lighting_effect = mutable_appearance('icons/effects/alphacolors.dmi', "white")
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lighting_effect.plane = LIGHTING_PLANE
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lighting_effect.layer = LIGHTING_PRIMARY_LAYER
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lighting_effect.blend_mode = BLEND_ADD
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lighting_effect.alpha = base_lighting_alpha
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lighting_effect.color = base_lighting_color
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for(var/turf/T in src)
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T.add_overlay(lighting_effect)
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T.luminosity = 1
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area_has_base_lighting = TRUE
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@@ -1,14 +1,12 @@
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/proc/create_all_lighting_objects()
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for(var/area/A in world)
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if(!IS_DYNAMIC_LIGHTING(A))
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if(!A.static_lighting)
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continue
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for(var/turf/T in A)
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if(!IS_DYNAMIC_LIGHTING(T))
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if(T.always_lit)
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continue
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new/datum/lighting_object(T)
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CHECK_TICK
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CHECK_TICK
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@@ -15,7 +15,7 @@
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qdel(lighting_object, force=TRUE) //Shitty fix for lighting objects persisting after death
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var/area/our_area = loc
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if (!IS_DYNAMIC_LIGHTING(our_area) && !light_sources)
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if (!our_area.static_lighting && !light_sources)
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return
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new/datum/lighting_object(src)
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@@ -97,11 +97,16 @@
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/turf/proc/change_area(area/old_area, area/new_area)
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if(SSlighting.initialized)
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if (new_area.dynamic_lighting != old_area.dynamic_lighting)
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if (new_area.dynamic_lighting)
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if (new_area.static_lighting != old_area.static_lighting)
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if (new_area.static_lighting)
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lighting_build_overlay()
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else
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lighting_clear_overlay()
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//Inherit overlay of new area
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if(old_area.lighting_effect)
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cut_overlay(old_area.lighting_effect)
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if(new_area.lighting_effect)
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add_overlay(new_area.lighting_effect)
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/turf/proc/generate_missing_corners()
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if (!lighting_corner_NE)
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@@ -0,0 +1,17 @@
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GLOBAL_DATUM_INIT(fullbright_overlay, /mutable_appearance, create_fullbright_overlay())
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/proc/create_fullbright_overlay()
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var/mutable_appearance/lighting_effect = mutable_appearance('icons/effects/alphacolors.dmi', "white")
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lighting_effect.plane = LIGHTING_PLANE
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lighting_effect.layer = LIGHTING_PRIMARY_LAYER
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lighting_effect.blend_mode = BLEND_ADD
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return lighting_effect
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/area
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///Whether this area allows static lighting and thus loads the lighting objects
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var/static_lighting = TRUE
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//Non static lighting areas.
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//Any lighting area that wont support static lights.
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//These areas will NOT have corners generated.
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