mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
401 lines
9.9 KiB
Plaintext
401 lines
9.9 KiB
Plaintext
//UltraLight system, by Sukasa
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#define UL_I_FALLOFF_SQUARE 0
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#define UL_I_FALLOFF_ROUND 1
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#define UL_I_LIT 0
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#define UL_I_EXTINGUISHED 1
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#define UL_I_ONZERO 2
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#define ul_LightingEnabled 1
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#define ul_LightingResolution 1
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#define ul_Steps 7
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#define ul_FalloffStyle UL_I_FALLOFF_ROUND // Sets the lighting falloff to be either squared or circular.
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#define ul_Layer 10
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var
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ul_LightingResolutionSqrt = sqrt(ul_LightingResolution)
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ul_TopLuminosity = 0
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ul_SuppressLightLevelChanges = 0
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list/ul_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,
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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,
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7, 7)
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proc/ul_Clamp(var/Value)
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return min(max(Value, 0), ul_Steps)
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proc/ul_UnblankLocal(var/list/ReApply = view(ul_TopLuminosity, src))
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for(var/atom/Light in ReApply)
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if(Light.ul_IsLuminous())
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Light.ul_Illuminate()
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return
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atom/var/LuminosityRed = 0
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atom/var/LuminosityGreen = 0
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atom/var/LuminosityBlue = 0
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atom/var/ul_Extinguished = UL_I_ONZERO
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atom/proc/ul_SetLuminosity(var/Red, var/Green = Red, var/Blue = Red)
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if(LuminosityRed == Red && LuminosityGreen == Green && LuminosityBlue == Blue)
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return //No point doing all that work if it won't have any effect anyways...
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if (ul_Extinguished == UL_I_EXTINGUISHED)
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LuminosityRed = Red
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LuminosityGreen = Green
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LuminosityBlue = Blue
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return
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if (ul_IsLuminous())
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ul_Extinguish()
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LuminosityRed = Red
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LuminosityGreen = Green
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LuminosityBlue = Blue
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ul_Extinguished = UL_I_ONZERO
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if (ul_IsLuminous())
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ul_Illuminate()
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return
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atom/proc/ul_Illuminate()
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if (ul_Extinguished == UL_I_LIT)
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return
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ul_Extinguished = UL_I_LIT
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ul_UpdateTopLuminosity()
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luminosity = ul_Luminosity()
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for(var/turf/Affected in view(luminosity, src))
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var/Falloff = src.ul_FalloffAmount(Affected)
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var/DeltaRed = LuminosityRed - Falloff
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var/DeltaGreen = LuminosityGreen - Falloff
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var/DeltaBlue = LuminosityBlue - Falloff
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if(DeltaRed > 0 || DeltaGreen > 0 || DeltaBlue > 0)
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if(DeltaRed > 0)
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if(!Affected.MaxRed)
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Affected.MaxRed = list()
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Affected.MaxRedSources = list()
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if(!(DeltaRed in Affected.MaxRed))
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Affected.MaxRed.Add(DeltaRed)
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Affected.MaxRedSources.Add(1)
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else
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var/list_location = Affected.MaxRed.Find(DeltaRed)
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Affected.MaxRedSources[list_location]++
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if(DeltaGreen > 0)
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if(!Affected.MaxGreen)
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Affected.MaxGreen = list()
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Affected.MaxGreenSources = list()
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if(!(DeltaGreen in Affected.MaxGreen))
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Affected.MaxGreen.Add(DeltaGreen)
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Affected.MaxGreenSources.Add(1)
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else
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var/list_location = Affected.MaxGreen.Find(DeltaGreen)
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Affected.MaxGreenSources[list_location]++
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if(DeltaBlue > 0)
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if(!Affected.MaxBlue)
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Affected.MaxBlue = list()
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Affected.MaxBlueSources = list()
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if(!(DeltaBlue in Affected.MaxBlue))
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Affected.MaxBlue.Add(DeltaBlue)
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Affected.MaxBlueSources.Add(1)
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else
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var/list_location = Affected.MaxBlue.Find(DeltaBlue)
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Affected.MaxBlueSources[list_location]++
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Affected.ul_UpdateLight()
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if (ul_SuppressLightLevelChanges == 0)
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Affected.ul_LightLevelChanged()
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for(var/atom/AffectedAtom in Affected)
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AffectedAtom.ul_LightLevelChanged()
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return
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atom/proc/ul_Extinguish()
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if (ul_Extinguished != UL_I_LIT)
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return
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ul_Extinguished = UL_I_EXTINGUISHED
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for(var/turf/Affected in view(ul_Luminosity(), src))
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var/Falloff = ul_FalloffAmount(Affected)
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var/DeltaRed = LuminosityRed - Falloff
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var/DeltaGreen = LuminosityGreen - Falloff
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var/DeltaBlue = LuminosityBlue - Falloff
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if(DeltaRed > 0 || DeltaGreen > 0 || DeltaBlue > 0)
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if(DeltaRed > 0)
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if(Affected.MaxRed)
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var/list_location = Affected.MaxRed.Find(DeltaRed)
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if(list_location)
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if(Affected.MaxRedSources[list_location] > 1)
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Affected.MaxRedSources[list_location]--
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else
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Affected.MaxRed.Remove(DeltaRed)
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Affected.MaxRedSources.Cut(list_location, list_location + 1)
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if(!Affected.MaxRed.len)
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del Affected.MaxRed
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del Affected.MaxRedSources
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if(DeltaGreen > 0)
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if(Affected.MaxGreen)
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var/list_location = Affected.MaxGreen.Find(DeltaGreen)
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if(list_location)
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if(Affected.MaxGreenSources[list_location] > 1)
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Affected.MaxGreenSources[list_location]--
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else
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Affected.MaxGreen.Remove(DeltaGreen)
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Affected.MaxGreenSources.Cut(list_location, list_location + 1)
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if(!Affected.MaxGreen.len)
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del Affected.MaxGreen
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del Affected.MaxGreenSources
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if(DeltaBlue > 0)
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if(Affected.MaxBlue)
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var/list_location = Affected.MaxBlue.Find(DeltaBlue)
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if(list_location)
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if(Affected.MaxBlueSources[list_location] > 1)
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Affected.MaxBlueSources[list_location]--
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else
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Affected.MaxBlue.Remove(DeltaBlue)
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Affected.MaxBlueSources.Cut(list_location, list_location + 1)
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if(!Affected.MaxBlue.len)
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del Affected.MaxBlue
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del Affected.MaxBlueSources
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Affected.ul_UpdateLight()
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if (ul_SuppressLightLevelChanges == 0)
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Affected.ul_LightLevelChanged()
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for(var/atom/AffectedAtom in Affected)
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AffectedAtom.ul_LightLevelChanged()
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luminosity = 0
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return
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/*
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Calculates the correct lighting falloff value (used to calculate what brightness to set the turf to) to use,
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when called on a luminous atom and passed an atom in the turf to be lit.
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Supports multiple configurations, BS12 uses the circular falloff setting. This setting uses an array lookup
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to avoid the cost of the square root function.
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*/
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atom/proc/ul_FalloffAmount(var/atom/ref)
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if (ul_FalloffStyle == UL_I_FALLOFF_ROUND)
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var/x = (ref.x - src.x)
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var/y = (ref.y - src.y)
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if(ul_LightingResolution != 1)
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if (round((x*x + y*y)*ul_LightingResolutionSqrt,1) > ul_FastRoot.len)
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for(var/i = ul_FastRoot.len, i <= round(x*x+y*y*ul_LightingResolutionSqrt,1), i++)
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ul_FastRoot += round(sqrt(i))
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return ul_FastRoot[round((x*x + y*y)*ul_LightingResolutionSqrt, 1) + 1]/ul_LightingResolution
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else
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if ((x*x + y*y) > ul_FastRoot.len)
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for(var/i = ul_FastRoot.len, i <= x*x+y*y, i++)
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ul_FastRoot += round(sqrt(i))
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return ul_FastRoot[x*x + y*y + 1]/ul_LightingResolution
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else if (ul_FalloffStyle == UL_I_FALLOFF_SQUARE)
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return get_dist(src, ref)
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return 0
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atom/proc/ul_SetOpacity(var/NewOpacity)
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if(opacity != NewOpacity)
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var/list/Blanked = ul_BlankLocal()
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opacity = NewOpacity
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ul_UnblankLocal(Blanked)
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return
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atom/proc/ul_BlankLocal()
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var/list/Blanked = list( )
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var/TurfAdjust = isturf(src) ? 1 : 0
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for(var/atom/Affected in view(ul_TopLuminosity, src))
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if(Affected.ul_IsLuminous() && Affected.ul_Extinguished == UL_I_LIT && (ul_FalloffAmount(Affected) <= Affected.luminosity + TurfAdjust))
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Affected.ul_Extinguish()
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Blanked += Affected
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return Blanked
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atom/proc/ul_UpdateTopLuminosity()
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if (ul_TopLuminosity < LuminosityRed)
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ul_TopLuminosity = LuminosityRed
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if (ul_TopLuminosity < LuminosityGreen)
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ul_TopLuminosity = LuminosityGreen
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if (ul_TopLuminosity < LuminosityBlue)
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ul_TopLuminosity = LuminosityBlue
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return
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atom/proc/ul_Luminosity()
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return max(LuminosityRed, LuminosityGreen, LuminosityBlue)
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atom/proc/ul_IsLuminous(var/Red = LuminosityRed, var/Green = LuminosityGreen, var/Blue = LuminosityBlue)
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return (Red > 0 || Green > 0 || Blue > 0)
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atom/proc/ul_LightLevelChanged()
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//Designed for client projects to use. Called on items when the turf they are in has its light level changed
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return
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atom/New()
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..()
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if(ul_IsLuminous())
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spawn(1)
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ul_Illuminate()
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return
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atom/Del()
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if(ul_IsLuminous())
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ul_Extinguish()
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..()
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atom/movable/Move()
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ul_Extinguish()
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..()
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ul_Illuminate()
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turf/var/list/MaxRed
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turf/var/list/MaxGreen
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turf/var/list/MaxBlue
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turf/var/list/MaxRedSources
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turf/var/list/MaxGreenSources
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turf/var/list/MaxBlueSources
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turf/proc/ul_GetRed()
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if(MaxRed)
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return ul_Clamp(max(MaxRed))
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return 0
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turf/proc/ul_GetGreen()
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if(MaxGreen)
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return ul_Clamp(max(MaxGreen))
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return 0
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turf/proc/ul_GetBlue()
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if(MaxBlue)
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return ul_Clamp(max(MaxBlue))
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return 0
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turf/proc/ul_UpdateLight()
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var/area/CurrentArea = loc
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if(!isarea(CurrentArea) || !CurrentArea.ul_Lighting)
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return
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var/LightingTag = copytext(CurrentArea.tag, 1, findtext(CurrentArea.tag, ":UL")) + ":UL[ul_GetRed()]_[ul_GetGreen()]_[ul_GetBlue()]"
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if(CurrentArea.tag != LightingTag)
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var/area/NewArea = locate(LightingTag)
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if(!NewArea)
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NewArea = new CurrentArea.type()
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NewArea.tag = LightingTag
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for(var/V in CurrentArea.vars - "contents")
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if(issaved(CurrentArea.vars[V]))
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NewArea.vars[V] = CurrentArea.vars[V]
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NewArea.tag = LightingTag
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NewArea.ul_Light(ul_GetRed(), ul_GetGreen(), ul_GetBlue())
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NewArea.contents += src
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return
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turf/proc/ul_Recalculate()
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ul_SuppressLightLevelChanges++
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var/list/Lights = ul_BlankLocal()
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ul_UnblankLocal(Lights)
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ul_SuppressLightLevelChanges--
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return
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area/var/ul_Overlay = null
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area/var/ul_Lighting = 1
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area/var/LightLevelRed = 0
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area/var/LightLevelGreen = 0
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area/var/LightLevelBlue = 0
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area/var/list/LightLevels
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area/proc/ul_Light(var/Red = LightLevelRed, var/Green = LightLevelGreen, var/Blue = LightLevelBlue)
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if(!src || !src.ul_Lighting)
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return
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overlays -= ul_Overlay
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if(LightLevels)
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if(Red < LightLevels["Red"])
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Red = LightLevels["Red"]
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if(Green < LightLevels["Green"])
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Green = LightLevels["Green"]
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if(Blue < LightLevels["Blue"])
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Blue = LightLevels["Blue"]
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LightLevelRed = Red
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LightLevelGreen = Green
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LightLevelBlue = Blue
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luminosity = ul_IsLuminous(LightLevelRed, LightLevelGreen, LightLevelBlue)
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ul_Overlay = image('ULIcons.dmi', , num2text(LightLevelRed) + "-" + num2text(LightLevelGreen) + "-" + num2text(LightLevelBlue), ul_Layer)
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overlays += ul_Overlay
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return
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area/proc/ul_Prep()
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if(!tag)
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tag = "[type]"
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if(ul_Lighting)
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if(!findtext(tag,":UL"))
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ul_Light()
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//world.log << tag
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return
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#undef UL_I_FALLOFF_SQUARE
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#undef UL_I_FALLOFF_ROUND
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#undef UL_I_LIT
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#undef UL_I_EXTINGUISHED
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#undef UL_I_ONZERO
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#undef ul_LightingEnabled
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#undef ul_LightingResolution
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#undef ul_Steps
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#undef ul_FalloffStyle
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#undef ul_Layer |