mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-10 22:54:32 +01:00
Added lighting code, didn't include it yet.
This commit is contained in:
@@ -0,0 +1,115 @@
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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/list/initial_lights = list()
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var/all_lightpoints_made = 0
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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/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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var/start_time = world.timeofday
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world << "<b><font color=red>Processing lights...</font></b>"
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var/turfs_updated = 0
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for(var/z = 1, z <= world.maxz, z++)
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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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var/turf/T = locate(x,y,z)
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if(!T.light_overlay)
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T.light_overlay = new(T)
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T.CheckForOpaqueObjects()
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turfs_updated++
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if(!all_lightpoints_made) new/lightpoint(x+0.5,y+0.5,z)
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all_lightpoints_made = 1
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for(var/atom/movable/M in initial_lights)
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if(!M.light)
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M.SetLight(M.luminosity,M.luminosity)
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else
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M.light.Reset()
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StarLight(starlight)
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initial_lights = null
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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/StarLight(n)
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starlight = n
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for(var/turf/T in light_border)
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T.SetLight(5,n-1)
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for(var/turf/T)
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if(T.is_outside)
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T.ResetValue()
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FlushIconUpdates()
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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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@@ -0,0 +1,176 @@
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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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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/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/New()
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. = ..()
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if(luminosity || light)
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if(!lighting_controller)
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initial_lights.Add(src)
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else
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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(lighting_controller)
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if(opacity)
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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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lighting_controller.FlushIconUpdates()
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atom/proc/SetLight(intensity, radius)
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if(!light) light = new(src)
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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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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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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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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)
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if(!lit_by) lit_by = list()
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lit_by.Add(light)
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if(!has_opaque)
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var/brightness = light.CalculateBrightness(src)
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if(brightness > lit_value)
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lit_value = LIGHTCLAMP(brightness)
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ResetCachedValues()
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for(var/turf/T in range(1,src))
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lighting_controller.MarkIconUpdate(T)
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turf/proc/RemoveLight(light/light)
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lit_by.Remove(light)
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ResetValue()
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if(!lit_by.len) lit_by = null
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turf/proc/ResetValue()
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CheckForOpaqueObjects()
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if(has_opaque)
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lit_value = 0
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else
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var/max_brightness = (is_outside?(lighting_controller.starlight):0)
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for(var/light/light in lit_by)
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var/brightness = 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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ResetCachedValues()
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for(var/turf/T in range(1,src))
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lighting_controller.MarkIconUpdate(T)
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turf/proc/ResetCachedValues()
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lightNE.cached_value = -1
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lightNW.cached_value = -1
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lightSE.cached_value = -1
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lightSW.cached_value = -1
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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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if(is_outside)
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for(var/d = 1, d < 16, d*=2)
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var/turf/T = get_step(src,d)
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if(T && !T.is_outside)
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lighting_controller.AddBorder(src)
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return
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if(is_border) lighting_controller.RemoveBorder(src)
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#undef LIGHTCLAMP
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@@ -0,0 +1,70 @@
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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/list/lit_turfs
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light/var/atom/atom
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light/New(atom/atom)
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src.atom = atom
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light/proc/Reset()
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Off()
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lit_turfs = list()
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if(intensity > 0)
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for(var/turf/T in view(atom,radius+1))
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T.AddLight(src)
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lit_turfs.Add(T)
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light/proc/Off()
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for(var/turf/T in lit_turfs)
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T.RemoveLight(src)
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light/proc/CalculateBrightness(turf/T)
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var/square = get_square_dist(atom.x,atom.y,atom.z,T.x,T.y,T.z)
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if(square > (radius+2)*(radius+2)) return 0
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//+2 offset gives an ambient light effect.
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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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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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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
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@@ -0,0 +1,60 @@
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/*
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Overview:
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Perhaps the most cryptic datum in the lighting engine, there are four of these at the corners of every turf.
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Any two turfs that share a corner will also have the same lightpoint. Because of the nature of the icons used,
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light is shown at the corner of the turf rather than in the middle, necessitating some way to keep track of what
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icon state to use.
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Class Vars:
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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.
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NE, NW, SE, SW - The turfs that are in these directions relative to the lightpoint.
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cached_value - A cached value of max_value().
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Class Procs:
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max_value()
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The maximum of the light amounts on the four turfs of this light point.
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*/
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lightpoint
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var/x
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var/y
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var/z
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var/turf/NE
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var/turf/NW
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var/turf/SW
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var/turf/SE
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var/cached_value = -1
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New(x,y,z)
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var/turf/T = locate(x+0.5,y+0.5,z)
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if(T)
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NE = T
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T.lightSW = src
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T = locate(x-0.5,y+0.5,z)
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if(T)
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NW = T
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T.lightSE = src
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T = locate(x-0.5,y-0.5,z)
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if(T)
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SW = T
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T.lightNE = src
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T = locate(x+0.5,y-0.5,z)
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if(T)
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SE = T
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T.lightNW = src
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proc/max_value()
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if(cached_value < 0)
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var
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valueA = (NW?(NW.lit_value):0)
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valueB = (NE?(NE.lit_value):0)
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valueC = (SW?(SW.lit_value):0)
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valueD = (SE?(SE.lit_value):0)
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cached_value = max(valueA,valueB,valueC,valueD)
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return cached_value
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@@ -0,0 +1,22 @@
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/*
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Some math procs used by lighting, including ul's fastroot.
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*/
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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,
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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/get_square_dist(Ax,Ay,Az,Bx,By,Bz)
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var/X = (Ax - Bx)
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var/Y = (Ay - By)
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var/Z = (Az - Bz)
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return (X * X + Y * Y + Z * Z)
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proc/fsqrt(n)
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if (n > fastroot.len)
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//world << "Adding [n-fastroot.len] entries to root table."
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for(var/i = fastroot.len, i <= n, i++)
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fastroot += round(sqrt(i))
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return fastroot[n + 1]
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