mirror of
https://github.com/ParadiseSS13/Paradise.git
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Revert the new lighting system.
This commit is contained in:
@@ -1,49 +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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ASSERT(n >= 0)
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n = min(n,10) //Caelcode.
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if(n > 0)
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//world << "[name].SetLuminosity([n]) \[[max(1,n>>1)],[n]\]"
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SetLight(max(1,n),n)
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else
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//world << "[name].SetLuminosity(0)"
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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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@@ -1,99 +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 = LIGHT_STATES
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var/list/icon_updates = 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.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.light_overlay.set_state(MAX_VALUE(T.lightSE), MAX_VALUE(T.lightSW), MAX_VALUE(T.lightNW), MAX_VALUE(T.lightNE))
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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/GetLightIcon(a,b,c,d)
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if(a <= 2) return LIGHT_ICON_1
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else return LIGHT_ICON_2
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@@ -1,231 +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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atom/movable/lighting_overlay
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name = ""
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anchored = 1
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layer = 9
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mouse_opacity = 0
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invisibility = INVISIBILITY_LIGHTING
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atom/movable/lighting_overlay/proc/set_state(a,b,c,d)
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icon_state = "[a][b][c][d]"
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icon = lighting_controller.GetLightIcon(a,b,c,d)
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atom/var/light/light
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turf/var/atom/movable/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 = -1
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turf/var/is_outside = 0
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turf/var/is_border = 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.atom = src
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light.Reset()
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else if(light)
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light.atom = src
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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/Del()
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if(light) light.Off()
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if(opacity) SetOpacity(0)
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. = ..()
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atom/movable/Move(turf/newloc)
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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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turf/Entered(atom/movable/M)
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. = ..()
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if(M.light) M.light.Reset()
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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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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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T.CheckForOpaqueObjects()
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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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atom/proc/UpdateLights()
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if(light) light.Reset()
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for(var/atom/movable/A in src)
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if(A.light) A.light.Reset()
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//turf/proc/UpdateLight()
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// if(light_overlay)
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// 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, brightness)
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if(is_outside) return
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if(brightness <= 0) return
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if(!lit_by) lit_by = list()
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lit_by.Add(light)
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lit_by[light] = brightness
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if(lighting_ready())
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if(brightness > max_brightness)
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lit_value = LIGHTCLAMP(brightness)
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max_brightness = brightness
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if(lightNE) lightNE.cached_value = -1
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if(lightNW) lightNW.cached_value = -1
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if(lightSE) lightSE.cached_value = -1
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if(lightSW) lightSW.cached_value = -1
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for(var/turf/T in range(1,src))
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if(T.light_overlay)
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T.light_overlay.set_state(MAX_VALUE(T.lightSE), MAX_VALUE(T.lightSW), MAX_VALUE(T.lightNW), MAX_VALUE(T.lightNE))
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turf/proc/RemoveLight(light/light)
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if(lit_by)
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var/brightness = lit_by[light]
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lit_by.Remove(light)
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if(brightness == max_brightness)
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ResetValue()
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if(!lit_by.len) lit_by = null
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//Only called by ChangeTurf, because it really needs it.
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turf/proc/ResetAllLights()
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for(var/light/light in lit_by)
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light.Reset()
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/turf/space/ResetAllLights()
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var/atom/movable/lighting_overlay/overlay = locate() in src
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if(overlay) overlay.loc = null
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light_overlay = null
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is_outside = 1
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. = ..()
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turf/proc/ResetValue()
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if(is_outside)
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max_brightness = lighting_controller.starlight
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lit_value = LIGHTCLAMP(lighting_controller.starlight)
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return
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if(has_opaque < 0) CheckForOpaqueObjects()
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if(has_opaque)
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lit_value = 0
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else
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max_brightness = 0
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for(var/light/light in lit_by)
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var/brightness = lit_by[light]//light.CalculateBrightness(src)
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if(brightness > max_brightness)
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max_brightness = brightness
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lit_value = LIGHTCLAMP(max_brightness)
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if(lighting_ready())
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if(lightNE) lightNE.cached_value = -1
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if(lightNW) lightNW.cached_value = -1
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if(lightSE) lightSE.cached_value = -1
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if(lightSW) lightSW.cached_value = -1
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for(var/turf/T in range(1,src))
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if(T.light_overlay)
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T.light_overlay.set_state(MAX_VALUE(T.lightSE), MAX_VALUE(T.lightSW), MAX_VALUE(T.lightNW), MAX_VALUE(T.lightNE))
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turf/proc/CheckForOpaqueObjects()
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has_opaque = opacity
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if(!opacity)
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for(var/atom/movable/M in contents)
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if(M.opacity)
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has_opaque = 1
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break
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@@ -1,89 +0,0 @@
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/*
|
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Overview:
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This object functions similarly to /tg/'s /light. It is responsible for calculating what turfs are lit by it.
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Class Vars:
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radius - Set by atom/SetLight(). This stores how far out turfs will be lit up.
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intensity - Set by atom/SetLight(). Stores the amount of light generated at the center.
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lit_turfs - A list of turfs being lit by this light.
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atom - The atom this light is attached to.
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Class Procs:
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Reset()
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This is called whenever the light changes, or the underlying atom changes position.
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Off()
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A quick way to turn off a light. Removes the light from all turfs in lit_turfs.
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CalculateBrightness(turf/T)
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Returns the brightness that should be displayed by this light on a specific turf.
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*/
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light/var/radius = 0
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light/var/intensity = 0
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light/var/ambient_extension = 3
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light/var/list/lit_turfs = list()
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light/var/atom/atom
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light/New(atom/atom, radius, ambience=3)
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ASSERT(atom)
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if(istype(atom))
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src.atom = atom
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else
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src.intensity = atom
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src.radius = radius
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src.ambient_extension = ambience
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light/proc/Reset()
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//if(atom.lights_verbose) world << "light.Reset()"
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Off()
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if(intensity > 0)
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//if(atom.lights_verbose) world << "Restoring light."
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var/turf/loc = atom
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for(var/turf/T in view(loc,radius+ambient_extension))
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if(!T.is_outside)
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var/brightness = CalculateBrightness(T, loc)
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T.AddLight(src, brightness)
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lit_turfs.Add(T)
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//if(atom.lights_verbose) world << "[lit_turfs.len] turfs added."
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light/proc/Off()
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//if(atom.lights_verbose) world << "light.Off()"
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for(var/turf/T in lit_turfs)
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T.RemoveLight(src)
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lit_turfs.Cut()
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|
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light/proc/Flash(t)
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Reset()
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spawn(t)
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Off()
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||||
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light/proc/CalculateBrightness(turf/T, turf/loc)
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ASSERT(T)
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var/square = DISTSQ3(loc.x-T.x,loc.y-T.y,loc.z-T.z)
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if(square > (radius+ambient_extension)*(radius+ambient_extension)) return 0
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//+2 offset gives an ambient light effect.
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|
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var/value = ((radius)/(2*FSQRT(square) + 1)) * intensity - 0.48
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/*
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lightRadius
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||||
---------------- * lightValue - 0.48
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2 * distance + 1
|
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The light decreases by twice the distance, starting from the radius.
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The + 1 causes the graph to shift to the left one unit so that division by zero is prevented on the source tile.
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This is then multiplied by the light value to give the final result.
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||||
The -0.48 offset causes the value to be near zero at the radius.
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||||
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This gives a result which is likely close to the inverse-square law in two dimensions instead of three.
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||||
*/
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||||
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||||
|
||||
return max(min( value , intensity), 0) //Ensure the value never goes above the maximum light value or below zero.
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||||
|
||||
//return cos(90 * sqrt(square) / max(1,lightRadius)) * lightValue
|
||||
@@ -1,59 +0,0 @@
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||||
/*
|
||||
|
||||
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()
|
||||
var
|
||||
valueA = VALUE_OF(NW)
|
||||
valueB = VALUE_OF(NE)
|
||||
valueC = VALUE_OF(SW)
|
||||
valueD = VALUE_OF(SE)
|
||||
cached_value = max(valueA,valueB,valueC,valueD)
|
||||
return cached_value
|
||||
@@ -1,34 +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 << "[MAX_VALUE(lightSE)][MAX_VALUE(lightSW)][MAX_VALUE(lightNW)][MAX_VALUE(lightNE)]"
|
||||
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
|
||||
@@ -1,19 +0,0 @@
|
||||
#define LIGHT_ICON_1 'icons/effects/lights/lighting5-1.dmi'
|
||||
#define LIGHT_ICON_2 'icons/effects/lights/lighting5-2.dmi'
|
||||
#define LIGHT_STATES 4
|
||||
|
||||
#define SQ(X) ((X)*(X))
|
||||
#define DISTSQ3(A,B,C) (SQ(A)+SQ(B)+SQ(C))
|
||||
#define FSQRT(X) (X >= fastroot.len ? new_fsqrt(X) : fastroot[(X)+1])
|
||||
#define MAX_VALUE(X) (X.cached_value < 0 ? X.max_value() : X.cached_value)
|
||||
#define VALUE_OF(X) ( !X ? 0 : ( X.is_outside ? LIGHTCLAMP(lighting_controller.starlight) : X.lit_value ) )
|
||||
#define LIGHTCLAMP(x) ( max(0,min(LIGHT_STATES,round(x,1))) )
|
||||
|
||||
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/new_fsqrt(n)
|
||||
//world << "Adding [n-fastroot.len] entries to root table."
|
||||
for(var/i = fastroot.len, i <= n, i++)
|
||||
fastroot += round(sqrt(i))
|
||||
Reference in New Issue
Block a user