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