Got vgstation13 colored lights rewrite working here.

This commit is contained in:
Chinsky
2014-06-17 22:35:23 +04:00
parent f80a374ebc
commit 161b37fca0
5 changed files with 363 additions and 151 deletions

View File

@@ -366,3 +366,35 @@ datum/projectile_data
var/dest_y = src_y + distance*cos(rotation);
return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)
/proc/GetRedPart(const/hexa)
var/hex = uppertext(hexa)
var/hi = text2ascii(hex, 2)
var/lo = text2ascii(hex, 3)
return (((hi >= 65 ? hi - 55 : hi - 48) << 4) | (lo >= 65 ? lo - 55 : lo - 48))
/proc/GetGreenPart(const/hexa)
var/hex = uppertext(hexa)
var/hi = text2ascii(hex, 4)
var/lo = text2ascii(hex, 5)
return (((hi >= 65 ? hi - 55 : hi - 48) << 4) | (lo >= 65 ? lo - 55 : lo - 48))
/proc/GetBluePart(const/hexa)
var/hex = uppertext(hexa)
var/hi = text2ascii(hex, 6)
var/lo = text2ascii(hex, 7)
return (((hi >= 65 ? hi - 55 : hi - 48) << 4) | (lo >= 65 ? lo - 55 : lo - 48))
/proc/GetHexColors(const/hexa)
var/hex = uppertext(hexa)
var/hi1 = text2ascii(hex, 2)
var/lo1 = text2ascii(hex, 3)
var/hi2 = text2ascii(hex, 4)
var/lo2 = text2ascii(hex, 5)
var/hi3 = text2ascii(hex, 6)
var/lo3 = text2ascii(hex, 7)
return list(
((hi1 >= 65 ? hi1 - 55 : hi1 - 48) << 4) | (lo1 >= 65 ? lo1 - 55 : lo1 - 48),
((hi2 >= 65 ? hi2 - 55 : hi2 - 48) << 4) | (lo2 >= 65 ? lo2 - 55 : lo2 - 48),
((hi3 >= 65 ? hi3 - 55 : hi3 - 48) << 4) | (lo3 >= 65 ? lo3 - 55 : lo3 - 48)
)

View File

@@ -11,6 +11,7 @@
/proc/error(msg)
world.log << "## ERROR: [msg][log_end]"
#define WARNING(MSG) warning("[MSG] in [__FILE__] at line [__LINE__] src: [src] usr: [usr].")
//print a warning message to world.log
/proc/warning(msg)
world.log << "## WARNING: [msg][log_end]"

View File

@@ -3,6 +3,11 @@
var/const/E = 2.71828183
var/const/Sqrt2 = 1.41421356
// List of square roots for the numbers 1-100.
var/list/sqrtTable = list(1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5,
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10)
/proc/Atan2(x, y)
if(!x && !y) return 0

View File

@@ -5,7 +5,8 @@
ShadowDarke's respective lighting libraries. Credits, where due, to them.
Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
by using the var/tag variable and moving turfs into the contents list of the correct sub-area.
by using the var/tag variable and moving turfs into the contents list of the correct sub-area. This method is
much less costly than using overlays or objects.
Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
@@ -15,50 +16,40 @@
setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
turning it back on with lighting_controller.processing = 1.
Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
at runtime)
Unlike our old system there are hardcoded maximum luminositys (different for certain atoms).
This is to cap the cost of creating lighting effects.
(without this, an atom with luminosity of 20 would have to update 41^2 turfs!) :s
Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
costs.
have larger memory requirements than our previous system but it's easily worth the hassle for the greater control we
gain. It also reduces cost of removing lighting effects by a lot!
Known Issues/TODO:
admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
No directional lighting support. Fairly easy to add this and the code is ready.
No directional lighting support. (prototype looked ugly)
*/
#define LIGHTING_MAX_LUMINOSITY 12 //Hard maximum luminosity to prevet lag which could be caused by coders making mini-suns
#define LIGHTING_MAX_LUMINOSITY_MOB 7 //Mobs get their own max because 60-odd human suns running around would be pretty silly
#define LIGHTING_CIRCULAR 1 //comment this out to use old square lighting effects.
#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha7.dmi' //Icon used for lighting shading effects
#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha6.dmi' //Icon used for lighting shading effects
datum/light_source
var/atom/owner
var/changed = 1
var/mobile = 1
var/list/effect = list()
var/__x = 0 //x coordinate at last update
var/__y = 0 //y coordinate at last update
var/l_color
New(atom/A)
if(!istype(A))
CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
..()
owner = A
if(istype(owner, /atom/movable)) mobile = 1 //apparantly this is faster than type-checking
else mobile = 0 //Perhaps removing support for luminous turfs would be a good idea.
l_color = owner.l_color
__x = owner.x
__y = owner.y
// the lighting object maintains a list of all light sources
lighting_controller.lights += src
@@ -69,13 +60,15 @@ datum/light_source
remove_effect()
return 1 //causes it to be removed from our list of lights. The garbage collector will then destroy it.
if(mobile)
// check to see if we've moved since last update
if(owner.x != __x || owner.y != __y)
__x = owner.x
__y = owner.y
changed = 1
if (owner.l_color != l_color)
changed = 1
if(changed)
changed = 0
remove_effect()
@@ -85,197 +78,282 @@ datum/light_source
proc/remove_effect()
// before we apply the effect we remove the light's current effect.
if(effect.len)
for(var/turf in effect) // negate the effect of this light source
var/turf/T = turf
T.update_lumcount(-effect[T])
for(var/turf/T in effect) // negate the effect of this light source
T.update_lumcount(-effect[T], l_color, 1)
effect.Cut() // clear the effect list
proc/add_effect()
// only do this if the light is turned on and is on the map
if(owner.loc && owner.luminosity > 0)
effect = new_effect() // identify the effects of this light source
for(var/turf in effect)
var/turf/T = turf
T.update_lumcount(effect[T]) // apply the effect
l_color = owner.l_color
effect = list()
for(var/turf/T in view(owner.get_light_range(),owner))
var/delta_lumen = lum(T)
if(delta_lumen > 0)
effect[T] = delta_lumen
T.update_lumcount(delta_lumen, l_color, 0)
return 0
else
owner.light = null
return 1 //cause the light to be removed from the lights list and garbage collected once it's no
//longer referenced by the queue
proc/new_effect()
. = list()
for(var/turf/T in view(owner.luminosity, owner))
// var/area/A = T.loc
// if(!A) continue
var/change_in_lumcount = lum(T)
if(change_in_lumcount > 0)
.[T] = change_in_lumcount
return .
proc/lum(turf/A)
return owner.luminosity - max(abs(A.x-__x),abs(A.y-__y))
// var/dist = cheap_hypotenuse(A.x,A.y,__x,__y) //fetches the pythagorean distance between A and the light
// if(owner.luminosity < dist) //if the turf is outside the radius the light doesn't illuminate it
// return 0
// return round(owner.luminosity - (dist/2),0.1)
if (owner.trueLuminosity < 1)
return 0
var/dist
if(!A)
dist = 0
else
#ifdef LIGHTING_CIRCULAR
dist = cheap_hypotenuse(A.x, A.y, __x, __y)
#else
dist = max(abs(A.x - __x), abs(A.y - __y))
#endif
if (owner.trueLuminosity > 100) // This will never happen... right?
return sqrt(owner.trueLuminosity) - dist
else
return sqrtTable[owner.trueLuminosity] - dist
atom
var/datum/light_source/light
var/trueLuminosity = 0 // Typically 'luminosity' squared. The builtin luminosity must remain linear.
// We may read it, but NEVER set it directly.
var/l_color
//Turfs with opacity when they are constructed will trigger nearby lights to update
//Turfs atoms with luminosity when they are constructed will create a light_source automatically
//TODO: lag reduction
//Turfs and atoms with luminosity when they are constructed will create a light_source automatically
turf/New()
..()
if(opacity)
UpdateAffectingLights()
if(luminosity)
world.log << "[type] has luminosity at New()"
if(light) world.log << "## WARNING: [type] - Don't set lights up manually during New(), We do it automatically."
if(light) WARNING("[type] - Don't set lights up manually during New(), We do it automatically.")
trueLuminosity = luminosity * luminosity
light = new(src)
//Movable atoms with opacity when they are constructed will trigger nearby lights to update
//Movable atoms with luminosity when they are constructed will create a light_source automatically
//TODO: lag reduction
atom/movable/New()
..()
if(opacity)
if(isturf(loc))
if(loc:lighting_lumcount > 1)
UpdateAffectingLights()
if(luminosity)
if(light) world.log << "## WARNING: [type] - Don't set lights up manually during New(), We do it automatically."
if(light) WARNING("[type] - Don't set lights up manually during New(), We do it automatically.")
trueLuminosity = luminosity * luminosity
light = new(src)
//Turfs with opacity will trigger nearby lights to update at next lighting process.
//TODO: is this really necessary? Removing it could help reduce lag during singulo-mayhem somewhat
turf/Del()
if(opacity)
UpdateAffectingLights()
..()
//Objects with opacity will trigger nearby lights to update at next lighting process.
atom/movable/Del()
if(opacity)
if(isturf(loc))
if(loc:lighting_lumcount > 1)
UpdateAffectingLights()
..()
//Sets our luminosity. Enforces a hardcoded maximum luminosity by default. This maximum can be overridden but it is extremely
//unwise to do so.
//Sets our luminosity.
//If we have no light it will create one.
//If we are setting luminosity to 0 the light will be cleaned up and delted once all its queues are complete
//if we have a light already it is merely updated
atom/proc/SetLuminosity(new_luminosity, max_luminosity = LIGHTING_MAX_LUMINOSITY)
//If we are setting luminosity to 0 the light will be cleaned up by the controller and garbage collected once all its
//queues are complete.
//if we have a light already it is merely updated, rather than making a new one.
atom/proc/SetLuminosity(new_luminosity, trueLum = FALSE)
if(new_luminosity < 0)
new_luminosity = 0
// world.log << "## WARNING: [type] - luminosity cannot be negative"
else if(max_luminosity < new_luminosity)
new_luminosity = max_luminosity
// if(luminosity != new_luminosity)
// world.log << "## WARNING: [type] - LIGHT_MAX_LUMINOSITY exceeded"
if(isturf(loc))
if(!trueLum)
new_luminosity *= new_luminosity
if(light)
if(luminosity != new_luminosity) //TODO: remove lights from the light list when they're not luminous? DONE in add_effect
if(trueLuminosity != new_luminosity) //non-luminous lights are removed from the lights list in add_effect()
light.changed = 1
else
if(new_luminosity)
light = new(src)
trueLuminosity = new_luminosity
if (trueLuminosity < 1)
luminosity = 0
else if (trueLuminosity <= 100)
luminosity = sqrtTable[trueLuminosity]
else
luminosity = sqrt(trueLuminosity)
luminosity = new_luminosity
atom/proc/AddLuminosity(delta_luminosity)
if(delta_luminosity > 0)
SetLuminosity(trueLuminosity + delta_luminosity*delta_luminosity, TRUE)
else if(delta_luminosity < 0)
SetLuminosity(trueLuminosity - delta_luminosity*delta_luminosity, TRUE)
area/SetLuminosity(new_luminosity) //we don't want dynamic lighting for areas
luminosity = !!new_luminosity
trueLuminosity = luminosity
//Snowflake code to prevent mobs becoming suns (lag-prevention)
mob/SetLuminosity(new_luminosity)
..(new_luminosity,LIGHTING_MAX_LUMINOSITY_MOB)
//change our opacity (defaults to toggle), and then update all lights that affect us.
atom/proc/SetOpacity(var/new_opacity)
if(new_opacity == null) new_opacity = !opacity
else if(opacity == new_opacity) return
opacity = new_opacity
atom/proc/SetOpacity(new_opacity)
if(new_opacity == null)
new_opacity = !opacity //default = toggle opacity
else if(opacity == new_opacity)
return 0 //opacity hasn't changed! don't bother doing anything
opacity = new_opacity //update opacity, the below procs now call light updates.
return 1
turf/SetOpacity(new_opacity)
if(..()==1) //only bother if opacity changed
if(lighting_lumcount) //only bother with an update if our turf is currently affected by a light
UpdateAffectingLights()
//set the changed status of all lights which could have possibly lit this atom.
//We don't need to worry about lights which lit us but moved away, since they will have change status set already
atom/proc/UpdateAffectingLights()
var/turf/T = src
if(!isturf(T))
T = loc
if(!isturf(T)) return
for(var/atom in range(LIGHTING_MAX_LUMINOSITY,T)) //TODO: this will probably not work very well :(
var/atom/A = atom
if(A.light && A.luminosity)
A.light.changed = 1 //force it to update at next process()
/atom/movable/SetOpacity(new_opacity)
if(..()==1) //only bother if opacity changed
if(isturf(loc)) //only bother with an update if we're on a turf
var/turf/T = loc
if(T.lighting_lumcount) //only bother with an update if our turf is currently affected by a light
UpdateAffectingLights()
// for(var/light in lighting_controller.lights) //TODO: this will probably laaaaaag
// var/datum/light_source/L = light
// if(L.changed) continue
// if(!L.owner) continue
// if(!L.owner.luminosity) continue
// if(src in L.effect)
// L.changed = 1
turf
var/lighting_lumcount = 0
var/lighting_changed = 0
var/color_lighting_lumcount = 0
var/list/colors = list()
turf/space
lighting_lumcount = 4 //starlight
turf/proc/update_lumcount(amount)
turf/proc/update_lumcount(amount, _lcolor, removing = 0)
lighting_lumcount += amount
// if(lighting_lumcount < 0 || lighting_lumcount > 100)
// world.log << "## WARNING: [type] ([src]) lighting_lumcount = [lighting_lumcount]"
var/blended
if (_lcolor)
if (l_color && _lcolor && l_color != _lcolor && !removing) // Blend colors.
var/redblend = min((GetRedPart(l_color)) + (GetRedPart(_lcolor)), 255)
var/greenblend = min((GetGreenPart(l_color)) + (GetGreenPart(_lcolor)), 255)
var/blueblend = min((GetBluePart(l_color)) + (GetBluePart(_lcolor)), 255)
blended = "#[add_zero2(num2hex(redblend), 2)][add_zero2(num2hex(greenblend),2)][add_zero2(num2hex(blueblend),2)]"
if (removing)
colors.Remove(_lcolor) // Remove the color that's leaving us from our list.
if (colors && !colors.len)
l_color = null // All our color is gone, no color for us.
else if (colors && colors.len > 1)
var/maxdepth = 3 // Will blend 3 colors, anymore than that and it looks bad or we will get lag on every tile update.
var/currentblended
for (var/i = 0, ++i <= colors.len)
if (i > maxdepth)
//world << "Maxdepth reached, breaking loop."
break
if (!currentblended)
//world << "First iteration, currentblended = [colors[i]]."
currentblended = colors[i] // Start with the first of the remaining colors.
continue
var/redblend = min((GetRedPart(currentblended)) + (GetRedPart(colors[i])), 255)
var/greenblend = min((GetGreenPart(currentblended)) + (GetGreenPart(colors[i])), 255)
var/blueblend = min((GetBluePart(currentblended)) + (GetBluePart(colors[i])), 255)
currentblended = "#[add_zero2(num2hex(redblend), 2)][add_zero2(num2hex(greenblend), 2)][add_zero2(num2hex(blueblend), 2)]"
//world << "Finished [i] [currentblended]."
if (currentblended)
//world << "Ended up with [currentblended]"
l_color = currentblended // blended the remaining colors so apply it.
else
l_color = null // Something went wrong, no color for you.
else
l_color = colors[colors.len]
else // we added a color.
colors.Add(_lcolor) // Add the base color to the list.
if (blended)
l_color = blended // If we had a blended color, this is what we get otherwise.
else
l_color = _lcolor // Basecolor is our color.
// if ((l_color != LIGHT_WHITE && l_color != "#FFF") || removing)
color_lighting_lumcount = max(color_lighting_lumcount + amount, 0) // Minimum of 0.
if(!lighting_changed)
lighting_controller.changed_turfs += src
lighting_changed = 1
turf/proc/lighting_tag(const/level)
var/area/A = loc
return A.tagbase + "sd_L[level]"
turf/proc/build_lighting_area(const/tag, const/level, const/color_light)
var/area/Area = loc
var/area/A = new Area.type() // create area if it wasn't found
// replicate vars
for(var/V in Area.vars)
switch(V)
if ("contents","lighting_overlay", "color_overlay", "overlays")
continue
else
if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V]
A.tag = tag
A.lighting_subarea = 1
A.lighting_space = 0 // in case it was copied from a space subarea
if (l_color != A.l_color)
A.l_color = l_color
//color_light = min(max(round(color_lighting_lumcount, 1), 0), lighting_controller.lighting_states)
//world << "[color_light] [color_lighting_lumcount]"
A.SetLightLevel(level, color_light)
Area.related += A
return A
turf/proc/shift_to_subarea()
lighting_changed = 0
var/area/Area = loc
if(!istype(Area) || !Area.lighting_use_dynamic) return
// change the turf's area depending on its brightness
// restrict light to valid levels
var/light = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
var/level = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
var/new_tag = lighting_tag(level)
var/find = findtextEx(Area.tag, "sd_L")
var/new_tag = copytext(Area.tag, 1, find)
new_tag += "sd_L[light]"
// pomf - If we have a lighting color that is not null, apply the new tag to seperate the areas.
if (l_color)
new_tag += "[l_color][color_lighting_lumcount]" // pomf - We append the color lighting lumcount so we can have colored lights.
if(Area.tag!=new_tag) //skip if already in this area
var/area/A = locate(new_tag) // find an appropriate area
var/color_light = min(max(round(color_lighting_lumcount,1),0),lighting_controller.lighting_states)
if (!A)
A = new Area.type() // create area if it wasn't found
// replicate vars
for(var/V in Area.vars)
switch(V)
if("contents","lighting_overlay","overlays") continue
else
if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V]
A.tag = new_tag
A.lighting_subarea = 1
A.SetLightLevel(light)
Area.related += A
A = build_lighting_area(new_tag, level, color_light)
else if (l_color != A.l_color)
A.l_color = l_color
//color_light = min(max(round(color_lighting_lumcount, 1), 0), lighting_controller.lighting_states)
A.SetLightLevel(level, color_light)
A.contents += src // move the turf into the area
// Dedicated lighting sublevel for space turfs
// helps us depower things in space, remove space fire alarms,
// and evens out space lighting
turf/space/lighting_tag(var/level)
var/area/A = loc
return A.tagbase + "sd_L_space"
turf/space/build_lighting_area(var/tag,var/level)
var/area/A = ..(tag,4)
A.lighting_space = 1
A.SetLightLevel(4)
A.icon_state = null
return A
area
var/lighting_use_dynamic = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area
var/image/lighting_overlay //tracks the darkness image of the area for easy removal
var/lighting_subarea = 0 //tracks whether we're a lighting sub-area
var/lighting_space = 0 // true for space-only lighting subareas
var/tagbase
var/image/color_overlay //Tracks the color image.
proc/SetLightLevel(light)
proc/SetLightLevel(light, color_light = 0)
if(!src) return
if(light <= 0)
light = 0
@@ -291,17 +369,113 @@ area
else
lighting_overlay = image(LIGHTING_ICON,,num2text(light),LIGHTING_LAYER)
overlays += lighting_overlay
if (color_overlay)
overlays.Remove(color_overlay)
color_overlay.icon_state = "white"
else
if (l_color)
color_overlay = image('icons/effects/effects.dmi', ,"white", 10.1)
if (istype(color_overlay))
color_overlay.color = l_color
/*
if (light < 6)
switch (level)
if (6)
color_overlay.alpha = 140
if (5)
color_overlay.alpha = 120
if (4)
color_overlay.alpha = 100
if (3)
color_overlay.alpha = 80
if (2)
color_overlay.alpha = 60
if (1)
color_overlay.alpha = 40
if (-INFINITY to 0)
//world << "Zero or below, [color_light]."
color_overlay.alpha = 0
else
//world << "Setting the alpha to max... color_light [color_light]."
color_overlay.alpha = 140
color_overlay.blend_mode = BLEND_MULTIPLY
*/
if (1)
switch (color_light)
if (6)
color_overlay.alpha = 140
if (5)
color_overlay.alpha = 120
if (4)
color_overlay.alpha = 100
if (3)
color_overlay.alpha = 80
if (2)
color_overlay.alpha = 60
if (1)
color_overlay.alpha = 20
if (-INFINITY to 0)
//world << "Zero or below, [color_light]."
color_overlay.alpha = 0
else
//world << "Setting the alpha to max... color_light [color_light]."
color_overlay.alpha = 180
color_overlay.blend_mode = BLEND_MULTIPLY
if (color_overlay.color)
overlays.Add(color_overlay)
if (isnull(color_overlay))
overlays.Add(lighting_overlay)
else if (light < 6)
overlays.Add(lighting_overlay)
proc/SetDynamicLighting()
src.lighting_use_dynamic = 1
for(var/turf/T in src.contents)
T.update_lumcount(0)
proc/InitializeLighting() //TODO: could probably improve this bit ~Carn
if(!tag) tag = "[type]"
tagbase = "[type]"
if(!tag) tag = tagbase
if(!lighting_use_dynamic)
if(!lighting_subarea) // see if this is a lighting subarea already
//show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly.
SetLightLevel(4)
#undef LIGHTING_MAX_LUMINOSITY
#undef LIGHTING_MAX_LUMINOSITY_MOB
#undef LIGHTING_LAYER
//#undef LIGHTING_LAYER
#undef LIGHTING_CIRCULAR
//#undef LIGHTING_ICON
#define LIGHTING_MAX_LUMINOSITY_STATIC 8 //Maximum luminosity to reduce lag.
#define LIGHTING_MAX_LUMINOSITY_MOBILE 5 //Moving objects have a lower max luminosity since these update more often. (lag reduction)
#define LIGHTING_MAX_LUMINOSITY_TURF 1 //turfs have a severely shortened range to protect from inevitable floor-lighttile spam.
//set the changed status of all lights which could have possibly lit this atom.
//We don't need to worry about lights which lit us but moved away, since they will have change status set already
//This proc can cause lots of lights to be updated. :(
atom/proc/UpdateAffectingLights()
for(var/atom/A in oview(LIGHTING_MAX_LUMINOSITY_STATIC-1,src))
if(A.light)
A.light.changed = 1 //force it to update at next process()
//caps luminosity effects max-range based on what type the light's owner is.
atom/proc/get_light_range()
return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC)
atom/movable/get_light_range()
return min(luminosity, LIGHTING_MAX_LUMINOSITY_MOBILE)
obj/machinery/light/get_light_range()
return min(luminosity, LIGHTING_MAX_LUMINOSITY_STATIC)
turf/get_light_range()
return min(luminosity, LIGHTING_MAX_LUMINOSITY_TURF)
#undef LIGHTING_MAX_LUMINOSITY_STATIC
#undef LIGHTING_MAX_LUMINOSITY_MOBILE
#undef LIGHTING_MAX_LUMINOSITY_TURF

Binary file not shown.

Before

Width:  |  Height:  |  Size: 195 KiB

After

Width:  |  Height:  |  Size: 195 KiB