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Bubberstation/code/modules/lighting/lighting_area.dm
SkyratBot 24eb8217c0 [MIRROR] Builds logic that manages turfs contained inside an area [MDB IGNORE] (#17379)
* Builds logic that manages turfs contained inside an area

* Mirror Conflict

* Modular!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-16 14:42:22 -05:00

81 lines
2.9 KiB
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/area
luminosity = 1
///List of mutable appearances we underlay to show light
///In the form plane offset + 1 -> appearance to use
var/list/mutable_appearance/lighting_effects = null
///Whether this area has a currently active base lighting, bool
var/area_has_base_lighting = FALSE
///alpha 0-255 of lighting_effect and thus baselighting intensity
var/base_lighting_alpha = 0
///The colour of the light acting on this area
var/base_lighting_color = COLOR_WHITE
/area/proc/set_base_lighting(new_base_lighting_color = -1, new_alpha = -1)
if(base_lighting_alpha == new_alpha && base_lighting_color == new_base_lighting_color)
return FALSE
if(new_alpha != -1)
base_lighting_alpha = new_alpha
if(new_base_lighting_color != -1)
base_lighting_color = new_base_lighting_color
update_base_lighting()
return TRUE
/area/vv_edit_var(var_name, var_value)
switch(var_name)
if(NAMEOF(src, base_lighting_color))
set_base_lighting(new_base_lighting_color = var_value)
return TRUE
if(NAMEOF(src, base_lighting_alpha))
set_base_lighting(new_alpha = var_value)
return TRUE
if(NAMEOF(src, static_lighting))
if(!static_lighting)
create_area_lighting_objects()
else
remove_area_lighting_objects()
return ..()
/area/proc/update_base_lighting()
if(!area_has_base_lighting && (!base_lighting_alpha || !base_lighting_color))
return
if(!area_has_base_lighting)
add_base_lighting()
return
remove_base_lighting()
if(base_lighting_alpha && base_lighting_color)
add_base_lighting()
/area/proc/remove_base_lighting()
var/list/z_offsets = SSmapping.z_level_to_plane_offset
for(var/turf/T as anything in get_contained_turfs())
if(z_offsets[T.z])
T.cut_overlay(lighting_effects[z_offsets[T.z] + 1])
cut_overlay(lighting_effects[1])
QDEL_LIST(lighting_effects)
area_has_base_lighting = FALSE
/area/proc/add_base_lighting()
lighting_effects = list()
for(var/offset in 0 to SSmapping.max_plane_offset)
var/mutable_appearance/lighting_effect = mutable_appearance('icons/effects/alphacolors.dmi', "white")
SET_PLANE_W_SCALAR(lighting_effect, LIGHTING_PLANE, offset)
lighting_effect.layer = LIGHTING_PRIMARY_LAYER
lighting_effect.blend_mode = BLEND_ADD
lighting_effect.alpha = base_lighting_alpha
lighting_effect.color = base_lighting_color
lighting_effect.appearance_flags = RESET_TRANSFORM | RESET_ALPHA | RESET_COLOR
lighting_effects += lighting_effect
add_overlay(lighting_effects[1])
var/list/z_offsets = SSmapping.z_level_to_plane_offset
for(var/turf/T as anything in get_contained_turfs())
T.luminosity = 1
// This outside loop is EXTREMELY hot because it's run by space tiles. Don't want no part in that
// We will only add overlays to turfs not on the first z layer, because that's a significantly lesser portion
// And we need to do them separate, or lighting will go fuckey
if(z_offsets[T.z])
T.add_overlay(lighting_effects[z_offsets[T.z] + 1])
area_has_base_lighting = TRUE