mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Revert "Merge pull request #4478 from Aryn/master"
This reverts commit86941a58f0, reversing changes made to65b8215ec7.
This commit is contained in:
@@ -74,11 +74,13 @@
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#include "code\ATMOSPHERICS\components\unary\unary_base.dm"
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#include "code\ATMOSPHERICS\components\unary\vent_pump.dm"
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#include "code\ATMOSPHERICS\components\unary\vent_scrubber.dm"
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#include "code\controllers\_DynamicAreaLighting_TG.dm"
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#include "code\controllers\autotransfer.dm"
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#include "code\controllers\configuration.dm"
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#include "code\controllers\failsafe.dm"
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#include "code\controllers\hooks-defs.dm"
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#include "code\controllers\hooks.dm"
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#include "code\controllers\lighting_controller.dm"
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#include "code\controllers\master_controller.dm"
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#include "code\controllers\shuttle_controller.dm"
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#include "code\controllers\verbs.dm"
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@@ -1283,12 +1285,6 @@
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#include "code\WorkInProgress\explosion_particles.dm"
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#include "code\WorkInProgress\periodic_news.dm"
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#include "code\WorkInProgress\Apples\artifacts.dm"
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#include "code\WorkInProgress\Aryn\Lighting\Compatibility.dm"
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#include "code\WorkInProgress\Aryn\Lighting\Controller.dm"
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#include "code\WorkInProgress\Aryn\Lighting\Engine.dm"
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#include "code\WorkInProgress\Aryn\Lighting\Light.dm"
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#include "code\WorkInProgress\Aryn\Lighting\Lightpoint.dm"
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#include "code\WorkInProgress\Aryn\Lighting\Math.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Jungle\falsewall.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle.dm"
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#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_animals.dm"
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@@ -1,45 +0,0 @@
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area/var/lighting_use_dynamic
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turf/space/is_outside = 1
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turf/simulated/shuttle/is_outside = 1
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/datum/controller/lighting/var/processing = 1
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/datum/controller/lighting/var/iteration = 0
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//Because so many objects jump the gun.
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proc/lighting_ready()
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return lighting_controller && lighting_controller.started
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turf_light_data
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var/light_overlay
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var/lightNW
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var/lightSW
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var/lightNE
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var/lightSE
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var/lit_by
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turf_light_data/proc/copy_from(turf/T)
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light_overlay = T.light_overlay
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lightNW = T.lightNW
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lightSW = T.lightSW
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lightNE = T.lightNE
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lightSE = T.lightSE
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lit_by = T.lit_by
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turf_light_data/proc/copy_to(turf/T)
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T.light_overlay = light_overlay
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T.lightNW = lightNW
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T.lightSW = lightSW
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T.lightNE = lightNE
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T.lightSE = lightSE
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T.lit_by = lit_by
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//T.ResetValue()
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atom/proc/SetLuminosity(n)
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n = min(n,10) //Caelcode.
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if(n > 0)
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SetLight(max(1,n>>1),n)
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else
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SetLight(0,0)
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luminosity = n
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//else lighting_controller.initial_lights.Add(src)
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@@ -1,119 +0,0 @@
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/*
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Overview:
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Unlike the previous lighting controller, this is mostly here to hold global lighting procs and vars.
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It does not process every tick, because not even DAL did something so stupid.
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Global Vars:
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initial_lights - This holds all lights formed before the lighting controller started up. It becomes null on initialization.
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Class Vars:
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starlight - The light value of space.
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icon_updates - The list of turfs which need an update to their overlays.
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light_border - Space turfs which are adjacent to non-space turfs.
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Class Procs:
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Initialize()
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Starts the lighting system, creating all light points and turf overlays.
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StarLight(n)
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Sets the light produced by space. If a solar eclipse suddenly happens, it'll probably lag.
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MarkIconUpdate(turf/T)
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Called when a turf needs an update to its light icon. Ensures that it only gets calculated once per turf.
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FlushIconUpdates()
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Called when a light is done marking icon updates. Updates every marked turf.
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AddBorder(turf/T) & RemoveBorder(turf/T)
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Called by turf/CheckForOpaqueObjects() to modify the light_border list.
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*/
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var/datum/controller/lighting/lighting_controller
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var/all_lightpoints_made = 0
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var/list/lit_z_levels = list(1,5)
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/datum/controller/lighting
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var/starlight = 4
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var/list/icon_updates = list()
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var/list/light_border = list()
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var/started = 0
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//var/icon/border = icon('Icons/Test.dmi', "border")
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/datum/controller/lighting/New()
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lighting_controller = src
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/datum/controller/lighting/proc/Initialize()
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set background = 1
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var/start_time = world.timeofday
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world << "<b><font color=red>Processing lights...</font></b>"
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sleep(1)
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var/turfs_updated = 0
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var/total_turfs = world.maxx*world.maxy*lit_z_levels.len
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for(var/z in lit_z_levels)
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for(var/y = 0, y <= world.maxy, y++)
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for(var/x = 0, x <= world.maxx, x++)
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if(x > 0 && y > 0)
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turfs_updated++
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if((turfs_updated % (total_turfs>>2)) == 0)
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sleep(1)
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world << "<font color=red>Progress: [round((turfs_updated/total_turfs)*100, 0.01)]% ([turfs_updated]/[total_turfs])"
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var/turf/T = locate(x,y,z)
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if(!T.light_overlay && !T.is_outside)
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T.light_overlay = new(T)
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//T.ResetValue()
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if(!all_lightpoints_made) new/lightpoint(x+0.5,y+0.5,z)
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//world << "[x],[y],[z]"
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all_lightpoints_made = 1
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started = 1
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for(var/turf/T)
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if(T.light_overlay)
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T.ResetValue()
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T.UpdateLight()
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world << "<b><font color=red>Lighting initialization took [(world.timeofday-start_time)/world.fps] seconds.</font></b>"
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world << "<font color=red>Updated [turfs_updated] turfs.</font>"
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/datum/controller/lighting/proc/MarkIconUpdate(turf/T)
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if(!T.needs_light_update)
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icon_updates.Add(T)
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T.needs_light_update = 1
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/datum/controller/lighting/proc/FlushIconUpdates()
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for(var/turf/T in icon_updates)
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T.UpdateLight()
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T.needs_light_update = 0
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icon_updates = list()
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/datum/controller/lighting/proc/AddBorder(turf/T)
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if(!T.is_border)
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light_border.Add(T)
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T.is_border = 1
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//T.overlays.Add(border)
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/datum/controller/lighting/proc/RemoveBorder(turf/T)
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if(T.is_border)
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light_border.Remove(T)
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T.is_border = 0
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@@ -1,218 +0,0 @@
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/*
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Overview:
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Procs given to atom and turf by the lighting engine, as well as the lighting overlay object.
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Atom Vars:
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light - Contains the light object this atom is currently shining with.
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Turf Vars:
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light_overlay - Contains an object showing the lighting icon over this turf.
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lit_value - Stores how brightly lit the turf is.
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has_opaque - A cached value updated by CheckForOpaqueObjects()
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is_outside - Any turf with this set to true will be considered as bright as space.
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needs_light_update - Turf is marked for icon updates when true.
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lightNE, lightSE, lightNW, lightSW - Hold the lightpoints on the four corners of this turf. See Lightpoint.dm
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lit_by - A list of lights that are lighting this turf.
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Atom Procs:
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SetLight(intensity, radius)
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A more versatile SetLuminosity() that allows independent control of intensity and radius.
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Called behind the scenes of SetLuminosity().
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SetOpacity(opacity)
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Does the same thing as DAL.
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Turf Procs:
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UpdateLight()
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Called by the lighting controller. It is advisable not to call this manually due to the cost of lightpoint/max_value()
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AddLight(light/light)
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Called by light/Reset() to light this turf with a particular light.
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RemoveLight(light/light)
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Called by light/Off() to unlight turfs that were lit by it.
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ResetValue()
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Called when lights are reset or starlight is changed.
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ResetCachedValues()
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Resets cached values of all four light points. Called by ResetValue().
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CheckForOpaqueObjects()
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Called by lighting_controller.Initialize(), SetOpacity() or when a turf might change opacity.
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Resets the opacity cache and looks for opaque objects. Also responsible for adding and removing borders to space.
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*/
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#define LIGHTCLAMP(x) ( max(0,min(3,round(x,1))) )
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obj/effect/lighting_overlay
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//anchored = 1
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layer = 9
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mouse_opacity = 0
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icon = 'icons/effects/ArynLights.dmi'
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icon_state = "0000"
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invisibility = INVISIBILITY_LIGHTING
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atom/var/light/light
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turf/var/obj/effect/lighting_overlay/light_overlay
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turf/var/lit_value = 0
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turf/var/max_brightness = 0
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turf/var/has_opaque = 0
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turf/var/is_outside = 0
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turf/var/is_border = 0
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turf/var/needs_light_update = 0
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turf/var/lightpoint/lightNE
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turf/var/lightpoint/lightNW
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turf/var/lightpoint/lightSE
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turf/var/lightpoint/lightSW
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turf/var/list/lit_by
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atom/movable/New()
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. = ..()
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if(luminosity)
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if(!light)
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SetLight(luminosity,luminosity)
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else
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light.Reset()
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if(opacity)
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if(lighting_ready())
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opacity = 0
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SetOpacity(1)
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atom/movable/Move()
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var/o = opacity
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if(o) SetOpacity(0)
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. = ..()
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if(.)
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if(o) SetOpacity(1)
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if(light)
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light.Reset()
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if(lighting_ready()) lighting_controller.FlushIconUpdates()
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atom/proc/SetLight(intensity, radius)
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//if(lights_verbose) world << "SetLight([intensity],[radius])"
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if(!intensity)
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if(!light || !light.intensity)
|
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//if(lights_verbose) world << "Still off."
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return
|
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//if(lights_verbose) world << "Shut off light with [light.lit_turfs.len] turfs lit."
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light.Off()
|
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light.intensity = 0
|
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if(lighting_ready()) lighting_controller.FlushIconUpdates()
|
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return
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if(!light)
|
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//if(lights_verbose) world << "New light."
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light = new(src)
|
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if(light.intensity == intensity)
|
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//if(lights_verbose) world << "Same intensity."
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return
|
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light.radius = min(radius,15)
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light.intensity = intensity
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light.Reset()
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if(lighting_ready()) lighting_controller.FlushIconUpdates()
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|
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atom/proc/SetOpacity(o)
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if(o == opacity) return
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opacity = o
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var/turf/T = loc
|
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if(isturf(T))
|
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for(var/light/A in T.lit_by)
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A.Reset()
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lighting_controller.FlushIconUpdates()
|
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|
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turf/proc/UpdateLight()
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||||
if(light_overlay)
|
||||
light_overlay.icon_state = "[lightSE.max_value()][lightSW.max_value()][lightNW.max_value()][lightNE.max_value()]"
|
||||
|
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turf/proc/AddLight(light/light)
|
||||
if(is_outside) return
|
||||
|
||||
var/brightness = light.CalculateBrightness(src)
|
||||
if(brightness <= 0) return
|
||||
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||||
if(!lit_by) lit_by = list()
|
||||
lit_by.Add(light)
|
||||
|
||||
|
||||
lit_by[light] = brightness
|
||||
|
||||
if(!has_opaque && lighting_ready())
|
||||
if(brightness > max_brightness)
|
||||
lit_value = LIGHTCLAMP(brightness)
|
||||
max_brightness = brightness
|
||||
ResetCachedValues()
|
||||
for(var/turf/T in range(1,src))
|
||||
lighting_controller.MarkIconUpdate(T)
|
||||
|
||||
turf/proc/RemoveLight(light/light)
|
||||
if(lit_by)
|
||||
var/brightness = lit_by[light]
|
||||
lit_by.Remove(light)
|
||||
if(brightness == max_brightness)
|
||||
ResetValue()
|
||||
if(!lit_by.len) lit_by = null
|
||||
|
||||
//Only called by ChangeTurf, because it really needs it.
|
||||
turf/proc/ResetAllLights()
|
||||
for(var/light/light in lit_by)
|
||||
light.Reset()
|
||||
|
||||
turf/proc/ResetValue()
|
||||
if(is_outside)
|
||||
max_brightness = lighting_controller.starlight
|
||||
lit_value = LIGHTCLAMP(lighting_controller.starlight)
|
||||
return
|
||||
|
||||
CheckForOpaqueObjects()
|
||||
if(has_opaque)
|
||||
lit_value = 0
|
||||
else
|
||||
the_part_where_I_calculate_brightness()
|
||||
|
||||
if(lighting_ready())
|
||||
the_part_where_I_use_range()
|
||||
|
||||
turf/proc
|
||||
the_part_where_I_calculate_brightness()
|
||||
max_brightness = 0
|
||||
for(var/light/light in lit_by)
|
||||
var/brightness = lit_by[light]//light.CalculateBrightness(src)
|
||||
if(brightness > max_brightness)
|
||||
max_brightness = brightness
|
||||
lit_value = LIGHTCLAMP(max_brightness)
|
||||
|
||||
the_part_where_I_use_range()
|
||||
ResetCachedValues()
|
||||
for(var/turf/T in range(1,src))
|
||||
lighting_controller.MarkIconUpdate(T)
|
||||
|
||||
turf/proc/ResetCachedValues()
|
||||
if(lightNE)
|
||||
lightNE.cached_value = -1
|
||||
if(lightNW)
|
||||
lightNW.cached_value = -1
|
||||
if(lightSE)
|
||||
lightSE.cached_value = -1
|
||||
if(lightSW)
|
||||
lightSW.cached_value = -1
|
||||
|
||||
turf/proc/CheckForOpaqueObjects()
|
||||
has_opaque = opacity
|
||||
if(!opacity)
|
||||
for(var/atom/movable/M in contents)
|
||||
if(M.opacity)
|
||||
has_opaque = 1
|
||||
break
|
||||
|
||||
#undef LIGHTCLAMP
|
||||
@@ -1,73 +0,0 @@
|
||||
/*
|
||||
|
||||
Overview:
|
||||
This object functions similarly to /tg/'s /light. It is responsible for calculating what turfs are lit by it.
|
||||
|
||||
Class Vars:
|
||||
radius - Set by atom/SetLight(). This stores how far out turfs will be lit up.
|
||||
intensity - Set by atom/SetLight(). Stores the amount of light generated at the center.
|
||||
lit_turfs - A list of turfs being lit by this light.
|
||||
atom - The atom this light is attached to.
|
||||
|
||||
Class Procs:
|
||||
Reset()
|
||||
This is called whenever the light changes, or the underlying atom changes position.
|
||||
|
||||
Off()
|
||||
A quick way to turn off a light. Removes the light from all turfs in lit_turfs.
|
||||
|
||||
CalculateBrightness(turf/T)
|
||||
Returns the brightness that should be displayed by this light on a specific turf.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
light/var/radius = 0
|
||||
light/var/intensity = 0
|
||||
light/var/list/lit_turfs
|
||||
light/var/atom/atom
|
||||
|
||||
light/New(atom/atom)
|
||||
src.atom = atom
|
||||
|
||||
light/proc/Reset()
|
||||
//if(atom.lights_verbose) world << "light.Reset()"
|
||||
Off()
|
||||
if(intensity > 0)
|
||||
//if(atom.lights_verbose) world << "Restoring light."
|
||||
for(var/turf/T in view(get_turf(atom),radius+1))
|
||||
if(!T.is_outside)
|
||||
T.AddLight(src)
|
||||
lit_turfs.Add(T)
|
||||
//if(atom.lights_verbose) world << "[lit_turfs.len] turfs added."
|
||||
|
||||
light/proc/Off()
|
||||
//if(atom.lights_verbose) world << "light.Off()"
|
||||
for(var/turf/T in lit_turfs)
|
||||
T.RemoveLight(src)
|
||||
lit_turfs = list()
|
||||
|
||||
light/proc/CalculateBrightness(turf/T)
|
||||
var/square = get_square_dist(atom.x,atom.y,atom.z,T.x,T.y,T.z)
|
||||
if(square > (radius+2)*(radius+2)) return 0
|
||||
//+2 offset gives an ambient light effect.
|
||||
|
||||
var/value = ((radius)/(2*fsqrt(square) + 1)) * intensity - 0.48
|
||||
/*
|
||||
lightRadius
|
||||
---------------- * lightValue - 0.48
|
||||
2 * distance + 1
|
||||
|
||||
The light decreases by twice the distance, starting from the radius.
|
||||
The + 1 causes the graph to shift to the left one unit so that division by zero is prevented on the source tile.
|
||||
|
||||
This is then multiplied by the light value to give the final result.
|
||||
The -0.48 offset causes the value to be near zero at the radius.
|
||||
|
||||
This gives a result which is likely close to the inverse-square law in two dimensions instead of three.
|
||||
*/
|
||||
|
||||
|
||||
return max(min( value , intensity), 0) //Ensure the value never goes above the maximum light value or below zero.
|
||||
|
||||
//return cos(90 * sqrt(square) / max(1,lightRadius)) * lightValue
|
||||
@@ -1,60 +0,0 @@
|
||||
/*
|
||||
|
||||
Overview:
|
||||
Perhaps the most cryptic datum in the lighting engine, there are four of these at the corners of every turf.
|
||||
Any two turfs that share a corner will also have the same lightpoint. Because of the nature of the icons used,
|
||||
light is shown at the corner of the turf rather than in the middle, necessitating some way to keep track of what
|
||||
icon state to use.
|
||||
|
||||
Class Vars:
|
||||
x, y, z - The position of the lightpoint. x and y will usually be expressed in terms of 0.5 due to its location on the corner.
|
||||
|
||||
NE, NW, SE, SW - The turfs that are in these directions relative to the lightpoint.
|
||||
|
||||
cached_value - A cached value of max_value().
|
||||
|
||||
Class Procs:
|
||||
max_value()
|
||||
The maximum of the light amounts on the four turfs of this light point.
|
||||
|
||||
*/
|
||||
|
||||
lightpoint
|
||||
var/x
|
||||
var/y
|
||||
var/z
|
||||
|
||||
var/turf/NE
|
||||
var/turf/NW
|
||||
var/turf/SW
|
||||
var/turf/SE
|
||||
|
||||
var/cached_value = -1
|
||||
|
||||
New(x,y,z)
|
||||
var/turf/T = locate(x+0.5,y+0.5,z)
|
||||
if(T)
|
||||
NE = T
|
||||
T.lightSW = src
|
||||
T = locate(x-0.5,y+0.5,z)
|
||||
if(T)
|
||||
NW = T
|
||||
T.lightSE = src
|
||||
T = locate(x-0.5,y-0.5,z)
|
||||
if(T)
|
||||
SW = T
|
||||
T.lightNE = src
|
||||
T = locate(x+0.5,y-0.5,z)
|
||||
if(T)
|
||||
SE = T
|
||||
T.lightNW = src
|
||||
|
||||
proc/max_value()
|
||||
if(cached_value < 0)
|
||||
var
|
||||
valueA = (NW?(NW.lit_value):0)
|
||||
valueB = (NE?(NE.lit_value):0)
|
||||
valueC = (SW?(SW.lit_value):0)
|
||||
valueD = (SE?(SE.lit_value):0)
|
||||
cached_value = max(valueA,valueB,valueC,valueD)
|
||||
return cached_value
|
||||
@@ -1,22 +0,0 @@
|
||||
/*
|
||||
|
||||
Some math procs used by lighting, including ul's fastroot.
|
||||
|
||||
*/
|
||||
|
||||
var/list/fastroot = list(0, 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)
|
||||
|
||||
proc/get_square_dist(Ax,Ay,Az,Bx,By,Bz)
|
||||
var/X = (Ax - Bx)
|
||||
var/Y = (Ay - By)
|
||||
var/Z = (Az - Bz)
|
||||
return (X * X + Y * Y + Z * Z)
|
||||
|
||||
proc/fsqrt(n)
|
||||
if (n > fastroot.len)
|
||||
//world << "Adding [n-fastroot.len] entries to root table."
|
||||
for(var/i = fastroot.len, i <= n, i++)
|
||||
fastroot += round(sqrt(i))
|
||||
return fastroot[n + 1]
|
||||
@@ -1,33 +0,0 @@
|
||||
var/icon/lighting_dbg = icon('icons/Testing/Zone.dmi', "created")
|
||||
|
||||
atom/var/lights_verbose = 0
|
||||
|
||||
obj/machinery/light/verb/ShowInfluence()
|
||||
set src in world
|
||||
|
||||
lights_verbose = 1
|
||||
usr << "<b>[src]</b>"
|
||||
if(light)
|
||||
usr << "Intensity: [light.intensity]"
|
||||
usr << "Radius: [light.radius]"
|
||||
|
||||
for(var/turf/T in light.lit_turfs)
|
||||
T.overlays += lighting_dbg
|
||||
spawn(50)
|
||||
for(var/turf/T in light.lit_turfs)
|
||||
T.overlays -= lighting_dbg
|
||||
|
||||
turf/verb/ShowData()
|
||||
set src in world
|
||||
|
||||
usr << "<b>[src]</b>"
|
||||
usr << "Lit Value: [lit_value]"
|
||||
usr << "Max Brightness: [max_brightness]"
|
||||
|
||||
usr << "Lit By: "
|
||||
for(var/light/light in lit_by)
|
||||
usr << " - [light.atom] \[[lit_by[light]]\][(lit_by[light] == max_brightness ? "(MAX)" : "")]"
|
||||
light.atom.overlays += lighting_dbg
|
||||
spawn(50)
|
||||
for(var/light/light in lit_by)
|
||||
light.atom.overlays -= lighting_dbg
|
||||
@@ -45,8 +45,7 @@ var/datum/controller/failsafe/Failsafe
|
||||
MC_defcon = 0
|
||||
MC_iteration = controller_iteration
|
||||
|
||||
//Lighting controller now neither processes nor iterates.
|
||||
/*if(lighting_controller.processing)
|
||||
if(lighting_controller.processing)
|
||||
if(lighting_iteration == lighting_controller.iteration) //master_controller hasn't finished processing in the defined interval
|
||||
switch(lighting_defcon)
|
||||
if(0 to 3)
|
||||
@@ -61,7 +60,7 @@ var/datum/controller/failsafe/Failsafe
|
||||
lighting_defcon = 0
|
||||
else
|
||||
lighting_defcon = 0
|
||||
lighting_iteration = lighting_controller.iteration*/
|
||||
lighting_iteration = lighting_controller.iteration
|
||||
else
|
||||
MC_defcon = 0
|
||||
lighting_defcon = 0
|
||||
|
||||
@@ -78,7 +78,6 @@ datum/controller/game_controller/proc/setup()
|
||||
if(ticker)
|
||||
ticker.pregame()
|
||||
|
||||
new/datum/controller/lighting()
|
||||
lighting_controller.Initialize()
|
||||
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
feedback_add_details("admin_verb","RFailsafe")
|
||||
if("Lighting")
|
||||
new /datum/controller/lighting()
|
||||
//lighting_controller.process()
|
||||
lighting_controller.process()
|
||||
feedback_add_details("admin_verb","RLighting")
|
||||
if("Supply Shuttle")
|
||||
supply_shuttle.process()
|
||||
|
||||
@@ -26,16 +26,20 @@
|
||||
// lighting_state = 4
|
||||
//has_gravity = 0 // Space has gravity. Because.. because.
|
||||
|
||||
if(!requires_power)
|
||||
if(requires_power)
|
||||
luminosity = 0
|
||||
else
|
||||
power_light = 0 //rastaf0
|
||||
power_equip = 0 //rastaf0
|
||||
power_environ = 0 //rastaf0
|
||||
luminosity = 1
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
..()
|
||||
|
||||
// spawn(15)
|
||||
power_change() // all machines set to current power level, also updates lighting icon
|
||||
InitializeLighting()
|
||||
|
||||
|
||||
/area/proc/poweralert(var/state, var/obj/source as obj)
|
||||
|
||||
@@ -148,7 +148,7 @@ var/global/datum/controller/gameticker/ticker
|
||||
|
||||
supply_shuttle.process() //Start the supply shuttle regenerating points -- TLE
|
||||
master_controller.process() //Start master_controller.process()
|
||||
//lighting_controller.process() //Start processing DynamicAreaLighting updates
|
||||
lighting_controller.process() //Start processing DynamicAreaLighting updates
|
||||
|
||||
for(var/obj/multiz/ladder/L in world) L.connect() //Lazy hackfix for ladders. TODO: move this to an actual controller. ~ Z
|
||||
|
||||
|
||||
@@ -133,6 +133,9 @@ move an amendment</a> to the drawing.</p>
|
||||
move_turfs_to_area(turfs, A)
|
||||
|
||||
A.always_unpowered = 0
|
||||
for(var/turf/T in A.contents)
|
||||
T.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += T
|
||||
|
||||
spawn(5)
|
||||
//ma = A.master ? "[A.master]" : "(null)"
|
||||
|
||||
@@ -195,8 +195,6 @@
|
||||
if(L)
|
||||
del L
|
||||
|
||||
var/turf_light_data/old_lights = new
|
||||
|
||||
//Creates a new turf
|
||||
/turf/proc/ChangeTurf(var/turf/N)
|
||||
if (!N)
|
||||
@@ -216,12 +214,10 @@ var/turf_light_data/old_lights = new
|
||||
return W
|
||||
///// Z-Level Stuff
|
||||
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
|
||||
//world << "Replacing [src.type] with [N]"
|
||||
|
||||
var/old_opacity = opacity
|
||||
|
||||
old_lights.copy_from(src)
|
||||
|
||||
if(connections) connections.erase_all()
|
||||
|
||||
if(istype(src,/turf/simulated))
|
||||
@@ -242,12 +238,10 @@ var/turf_light_data/old_lights = new
|
||||
var/turf/simulated/W = new N( locate(src.x, src.y, src.z) )
|
||||
//W.Assimilate_Air()
|
||||
|
||||
old_lights.copy_to(W)
|
||||
W.ResetAllLights()
|
||||
|
||||
if(old_opacity)
|
||||
W.opacity = 1
|
||||
W.SetOpacity(0)
|
||||
W.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != W.lighting_lumcount)
|
||||
W.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += W
|
||||
|
||||
if (istype(W,/turf/simulated/floor))
|
||||
W.RemoveLattice()
|
||||
@@ -265,9 +259,10 @@ var/turf_light_data/old_lights = new
|
||||
// zone.SetStatus(ZONE_ACTIVE)
|
||||
|
||||
var/turf/W = new N( locate(src.x, src.y, src.z) )
|
||||
|
||||
old_lights.copy_to(W)
|
||||
W.ResetAllLights()
|
||||
W.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != W.lighting_lumcount)
|
||||
W.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += W
|
||||
|
||||
if(air_master)
|
||||
air_master.mark_for_update(src)
|
||||
|
||||
@@ -900,7 +900,7 @@
|
||||
var/turf/T = loc
|
||||
var/area/A = T.loc
|
||||
if(A)
|
||||
if(A.lighting_use_dynamic) light_amount = min(10,T.lit_value) - 5 //hardcapped so it's not abused by having a ton of flashlights
|
||||
if(A.lighting_use_dynamic) light_amount = min(10,T.lighting_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
|
||||
else light_amount = 5
|
||||
nutrition += light_amount
|
||||
traumatic_shock -= light_amount
|
||||
@@ -920,7 +920,7 @@
|
||||
var/turf/T = loc
|
||||
var/area/A = T.loc
|
||||
if(A)
|
||||
if(A.lighting_use_dynamic) light_amount = T.lit_value
|
||||
if(A.lighting_use_dynamic) light_amount = T.lighting_lumcount
|
||||
else light_amount = 10
|
||||
if(light_amount > 2) //if there's enough light, start dying
|
||||
take_overall_damage(1,1)
|
||||
@@ -1404,7 +1404,7 @@
|
||||
//0.1% chance of playing a scary sound to someone who's in complete darkness
|
||||
if(isturf(loc) && rand(1,1000) == 1)
|
||||
var/turf/currentTurf = loc
|
||||
if(!currentTurf.lit_value)
|
||||
if(!currentTurf.lighting_lumcount)
|
||||
playsound_local(src,pick(scarySounds),50, 1, -1)
|
||||
|
||||
proc/handle_virus_updates()
|
||||
|
||||
@@ -447,7 +447,7 @@
|
||||
var/turf/T = loc
|
||||
var/area/A = T.loc
|
||||
if(A)
|
||||
if(A.lighting_use_dynamic) light_amount = min(10,T.lit_value) - 5 //hardcapped so it's not abused by having a ton of flashlights
|
||||
if(A.lighting_use_dynamic) light_amount = min(10,T.lighting_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
|
||||
else light_amount = 5
|
||||
|
||||
nutrition += light_amount
|
||||
|
||||
@@ -76,14 +76,6 @@ should be listed in the changelog upon commit though. Thanks. -->
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class='commit sansserif'>
|
||||
<h2 class='date'>24 February 2014</h2>
|
||||
<h3 class='author'>Aryn updated:</h3>
|
||||
<ul class='changes bgimages16'>
|
||||
<li class='rscadd'>New lighting system! Credit goes to Forum_account for the code that generated the icons it uses.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class='commit sansserif'>
|
||||
<h2 class='date'>19 February 2014</h2>
|
||||
<h3 class='author'>Aryn updated:</h3>
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 80 KiB |
Reference in New Issue
Block a user