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Comments for lighting: 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. 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 update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by 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) 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. 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. When opening airlocks etc, lighting does not always update to account for the change in opacity. Explosions now cause lighting to cease processing temporarily. Moved controller datums to the code/controllers directory. I plan on standardising them. "Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb) Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
305 lines
11 KiB
Plaintext
305 lines
11 KiB
Plaintext
/*
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Modified DynamicAreaLighting for TGstation - Coded by Carnwennan
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This is TG's 'new' lighting system. It's basically a heavily modified mix of combination of Forum_Account's and
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ShadowDarke's respective lighting libraries. Credits, where due, to them.
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Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
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by using the var/tag variable and moving turfs into the contents list of the correct sub-area.
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Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
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(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
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update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
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means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
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over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
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setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
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turning it back on with lighting_controller.processing = 1.
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Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
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for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
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at runtime)
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Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
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have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
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gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
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costs.
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Known Issues/TODO:
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admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
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mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
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Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
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No directional lighting support. Fairly easy to add this and the code is ready.
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When opening airlocks etc, lighting does not always update to account for the change in opacity.
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*/
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#define LIGHTING_MAX_LUMINOSITY 12 //Hard maximum luminosity to prevet lag which could be caused by coders making mini-suns
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#define LIGHTING_MAX_LUMINOSITY_MOB 7 //Mobs get their own max because 60-odd human suns running around would be pretty silly
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#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
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#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha7.dmi' //Icon used for lighting shading effects
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datum/controller/lighting/New() //moved here so its in the define. eek :S
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lighting_states = max( 0, length(icon_states(LIGHTING_ICON))-1 )
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datum/light_source
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var/atom/owner
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var/changed = 1
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var/mobile = 1
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var/list/effect = list()
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var/__x = 0 //x coordinate at last update
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var/__y = 0 //y coordinate at last update
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New(atom/A)
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if(!istype(A))
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CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
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..()
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owner = A
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if(istype(owner, /atom/movable)) mobile = 1 //apparantly this is faster than type-checking
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else mobile = 0 //Perhaps removing support for luminous turfs would be a good idea.
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__x = owner.x
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__y = owner.y
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// the lighting object maintains a list of all light sources
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lighting_controller.lights += src
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//Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
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proc/check()
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if(!owner)
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remove_effect()
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return 1 //causes it to be removed from our list of lights. The garbage collector will then destroy it.
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if(mobile)
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// check to see if we've moved since last update
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if(owner.x != __x || owner.y != __y)
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__x = owner.x
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__y = owner.y
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changed = 1
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if(changed)
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changed = 0
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remove_effect()
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return add_effect()
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return 0
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proc/remove_effect()
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// before we apply the effect we remove the light's current effect.
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if(effect.len)
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for(var/turf in effect) // negate the effect of this light source
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var/turf/T = turf
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T.update_lumcount(-effect[T])
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effect.Cut() // clear the effect list
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proc/add_effect()
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// only do this if the light is turned on and is on the map
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if(owner.loc && owner.luminosity > 0)
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effect = new_effect() // identify the effects of this light source
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for(var/turf in effect)
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var/turf/T = turf
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T.update_lumcount(effect[T]) // apply the effect
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return 0
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else
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owner.light = null
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return 1 //cause the light to be removed from the lights list and garbage collected once it's no
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//longer referenced by the queue
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proc/new_effect()
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. = list()
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for(var/turf/T in view(owner.luminosity, owner))
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// var/area/A = T.loc
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// if(!A) continue
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var/change_in_lumcount = lum(T)
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if(change_in_lumcount > 0)
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.[T] = change_in_lumcount
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return .
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proc/lum(turf/A)
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return owner.luminosity - max(abs(A.x-__x),abs(A.y-__y))
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// var/dist = cheap_hypotenuse(A.x,A.y,__x,__y) //fetches the pythagorean distance between A and the light
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// if(owner.luminosity < dist) //if the turf is outside the radius the light doesn't illuminate it
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// return 0
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// return round(owner.luminosity - (dist/2),0.1)
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atom
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var/datum/light_source/light
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//Turfs with opacity when they are constructed will trigger nearby lights to update
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//Turfs atoms with luminosity when they are constructed will create a light_source automatically
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//TODO: lag reduction
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turf/New()
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..()
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if(opacity)
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UpdateAffectingLights()
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if(luminosity)
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world.log << "[type] has luminosity at New()"
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if(light) world.log << "## WARNING: [type] - Don't set lights up manually during New(), We do it automatically."
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light = new(src)
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//Movable atoms with opacity when they are constructed will trigger nearby lights to update
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//Movable atoms with luminosity when they are constructed will create a light_source automatically
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//TODO: lag reduction
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atom/movable/New()
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..()
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if(opacity)
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UpdateAffectingLights()
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if(luminosity)
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if(light) world.log << "## WARNING: [type] - Don't set lights up manually during New(), We do it automatically."
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light = new(src)
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//Turfs with opacity will trigger nearby lights to update at next lighting process.
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//TODO: is this really necessary? Removing it could help reduce lag during singulo-mayhem somewhat
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turf/Del()
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if(opacity)
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UpdateAffectingLights()
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..()
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//Objects with opacity will trigger nearby lights to update at next lighting process.
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atom/movable/Del()
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if(opacity)
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UpdateAffectingLights()
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..()
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//Sets our luminosity. Enforces a hardcoded maximum luminosity by default. This maximum can be overridden but it is extremely
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//unwise to do so.
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//If we have no light it will create one.
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//If we are setting luminosity to 0 the light will be cleaned up and delted once all its queues are complete
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//if we have a light already it is merely updated
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atom/proc/SetLuminosity(new_luminosity, max_luminosity = LIGHTING_MAX_LUMINOSITY)
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if(new_luminosity < 0)
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new_luminosity = 0
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// world.log << "## WARNING: [type] - luminosity cannot be negative"
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else if(max_luminosity < new_luminosity)
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new_luminosity = max_luminosity
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// if(luminosity != new_luminosity)
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// world.log << "## WARNING: [type] - LIGHT_MAX_LUMINOSITY exceeded"
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if(isturf(loc))
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if(light)
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if(luminosity != new_luminosity) //TODO: remove lights from the light list when they're not luminous? DONE in add_effect
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light.changed = 1
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else
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if(new_luminosity)
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light = new(src)
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luminosity = new_luminosity
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//Snowflake code to prevent mobs becoming suns (lag-prevention)
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mob/SetLuminosity(new_luminosity)
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..(new_luminosity,LIGHTING_MAX_LUMINOSITY_MOB)
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//change our opacity (defaults to toggle), and then update all lights that affect us.
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atom/proc/SetOpacity(var/new_opacity)
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if(new_opacity == null) new_opacity = !opacity
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else if(opacity == new_opacity) return
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opacity = new_opacity
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UpdateAffectingLights()
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//set the changed status of all lights which could have possibly lit this atom.
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//We don't need to worry about lights which lit us but moved away, since they will have change status set already
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atom/proc/UpdateAffectingLights()
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var/turf/T = src
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if(!isturf(T))
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T = loc
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if(!isturf(T)) return
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for(var/atom in range(LIGHTING_MAX_LUMINOSITY,T)) //TODO: this will probably not work very well :(
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var/atom/A = atom
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if(A.light && A.luminosity)
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A.light.changed = 1 //force it to update at next process()
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// for(var/light in lighting_controller.lights) //TODO: this will probably laaaaaag
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// var/datum/light_source/L = light
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// if(L.changed) continue
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// if(!L.owner) continue
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// if(!L.owner.luminosity) continue
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// if(src in L.effect)
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// L.changed = 1
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turf
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var/lighting_lumcount = 0
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var/lighting_changed = 0
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turf/space
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lighting_lumcount = 4 //starlight
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turf/proc/update_lumcount(amount)
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lighting_lumcount += amount
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// if(lighting_lumcount < 0 || lighting_lumcount > 100)
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// world.log << "## WARNING: [type] ([src]) lighting_lumcount = [lighting_lumcount]"
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if(!lighting_changed)
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lighting_controller.changed_turfs += src
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lighting_changed = 1
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turf/proc/shift_to_subarea()
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lighting_changed = 0
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var/area/Area = loc
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if(!istype(Area) || !Area.lighting_use_dynamic) return
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// change the turf's area depending on its brightness
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// restrict light to valid levels
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var/light = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
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var/new_tag = "[Area.type]sd_L[light]"
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if(Area.tag!=new_tag) //skip if already in this area
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var/area/A = locate(new_tag) // find an appropriate area
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if(!A)
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A = new Area.type() // create area if it wasn't found
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// replicate vars
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for(var/V in Area.vars)
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switch(V)
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if("contents","lighting_overlay","overlays") continue
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else
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if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V]
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A.tag = new_tag
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A.lighting_subarea = 1
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A.SetLightLevel(light)
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Area.related += A
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A.contents += src // move the turf into the area
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area
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var/lighting_use_dynamic = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area
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var/image/lighting_overlay //tracks the darkness image of the area for easy removal
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var/lighting_subarea = 0 //tracks whether we're a lighting sub-area
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proc/SetLightLevel(light)
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if(!src) return
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if(light < 0)
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light = 0
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luminosity = 0
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else
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if(light > lighting_controller.lighting_states)
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light = lighting_controller.lighting_states
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luminosity = 1
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if(lighting_overlay)
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overlays -= lighting_overlay
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lighting_overlay.icon_state = "[light]"
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else
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lighting_overlay = image(LIGHTING_ICON,,num2text(light),LIGHTING_LAYER)
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overlays += lighting_overlay
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proc/InitializeLighting() //TODO: could probably improve this bit ~Carn
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if(!tag) tag = "[type]"
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if(!lighting_use_dynamic)
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if(!lighting_subarea) // see if this is a lighting subarea already
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//show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly.
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SetLightLevel(4)
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#undef LIGHTING_MAX_LUMINOSITY
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#undef LIGHTING_MAX_LUMINOSITY_MOB
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#undef LIGHTING_LAYER
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#undef LIGHTING_ICON |