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Merge pull request #10422 from VOREStation/Arokha/fakesun
Adds a fake sun object for mapper usage
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@@ -51,6 +51,7 @@
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name = "ice"
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icon_state = "ice"
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desc = "Looks slippery."
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edge_blending_priority = 0
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/turf/simulated/floor/outdoors/ice/Entered(var/mob/living/M)
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sleep(1 * world.tick_lag)
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@@ -0,0 +1,50 @@
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/obj/effect/fake_sun
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name = "fake sun"
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desc = "Deletes itself, but first updates all the lighting on outdoor turfs."
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icon = 'icons/effects/effects_vr.dmi'
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icon_state = "fakesun"
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var/list/possible_light_setups = list(
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list(
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"brightness" = 1.0,
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"color" = "#f3932d"
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),
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list(
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"brightness" = 6.0,
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"color" = "#abfff7"
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)
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)
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/obj/effect/fake_sun/Initialize()
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/effect/fake_sun/LateInitialize()
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. = ..()
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var/list/our_choice = pick(possible_light_setups)
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// Calculate new values to apply
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var/new_brightness = our_choice["brightness"]
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var/new_color = our_choice["color"]
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var/lum_r = new_brightness * GetRedPart (new_color) / 255
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var/lum_g = new_brightness * GetGreenPart(new_color) / 255
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var/lum_b = new_brightness * GetBluePart (new_color) / 255
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var/static/update_gen = -1 // Used to prevent double-processing corners. Otherwise would happen when looping over adjacent turfs.
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var/list/turfs = block(locate(1,1,z),locate(world.maxx,world.maxy,z))
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var/count = 0
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for(var/turf/simulated/T as anything in turfs)
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if(!T.lighting_overlay)
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T.lighting_build_overlay()
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if(!T.outdoors)
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continue
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for(var/C in T.get_corners())
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var/datum/lighting_corner/LC = C
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if(LC.update_gen != update_gen && LC.active)
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LC.update_gen = update_gen
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LC.update_lumcount(lum_r, lum_g, lum_b)
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count++
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update_gen--
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qdel(src)
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Before Width: | Height: | Size: 6.6 KiB After Width: | Height: | Size: 6.8 KiB |
@@ -2425,6 +2425,7 @@
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#include "code\modules\lighting\lighting_area.dm"
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#include "code\modules\lighting\lighting_atom.dm"
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#include "code\modules\lighting\lighting_corner.dm"
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#include "code\modules\lighting\lighting_fake_sun_vr.dm"
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#include "code\modules\lighting\lighting_overlay.dm"
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#include "code\modules\lighting\lighting_setup.dm"
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#include "code\modules\lighting\lighting_source.dm"
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