/* BS12 object based lighting system */ /* Changes from tg DAL: * - Lighting is done using objects instead of subareas. * - Animated transitions. (newer tg DAL has this) * - Full colours with mixing. * - Support for lights on shuttles. * * - Code: * - Instead of one flat luminosity var, light is represented by 3 atom vars: * - light_range; range in tiles of the light, used for calculating falloff, * - light_power; multiplier for the brightness of lights, * - light_color; hex string representing the RGB colour of the light. * - setLuminousity() is now set_light() and takes the three variables above. * - Variables can be left as null to not update them. * - set_opacity() is now set_opacity(). * - Areas have luminosity set to 1 permanently, no hard-lighting. * - Objects inside other objects can have lights and they properly affect the turf. (flashlights) * - area/master and area/list/related have been eviscerated since subareas aren't needed. */ /* Relevant vars/procs: atom: (lighting_atom.dm) * - var/light_range; range in tiles of the light, used for calculating falloff * - var/light_power; multiplier for the brightness of lights * - var/light_color; hex string representing the RGB colour of the light * * - var/datum/light_source/light; light source datum for this atom, only present if light_range && light_power * - var/list/light_sources; light sources in contents that are shining through this object, including this object * * - proc/set_light(l_range, l_power, l_color): * - Sets light_range/power/color to non-null args and calls update_light() * - proc/set_opacity(new_opacity): * - Sets opacity to new_opacity. * - If opacity has changed, call turf.reconsider_lights() to fix light occlusion * - proc/update_light(): * - Updates the light var on this atom, deleting or creating as needed and calling .update() turf: (lighting_turf.dm) * - var/list/affecting_lights; list of light sources that are shining onto this turf * * - proc/reconsider_lights(): * - Force all light sources shining onto this turf to update * * - proc/lighting_clear_overlays(): * - Delete (manual GC) all light overlays on this turf, used when changing turf to space * - proc/lighting_build_overlays(): * - Create lighting overlays for this turf atom/movable/lighting_object: (lighting_object.dm) * - var/lum_r, var/lum_g, var/lum_b; lumcounts of each colour * - var/needs_update; set on update_lumcount, checked by lighting process * * - var/xoffset, var/yoffset; (only present when using sub-tile overlays) fractional offset of this overlay in the tile * * - proc/update_lumcount(delta_r, delta_g, delta_b): * - Change the lumcount vars and queue the overlay for update * - proc/update_overlay() * - Called by the lighting process to update the color of the overlay */