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https://github.com/vgstation-coders/vgstation13.git
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349 lines
7.9 KiB
Plaintext
349 lines
7.9 KiB
Plaintext
//UltraLight system, by Sukasa
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#define UL_I_FALLOFF_SQUARE 0
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#define UL_I_FALLOFF_ROUND 1
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#define UL_I_LIT 0
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#define UL_I_EXTINGUISHED 1
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#define UL_I_ONZERO 2
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var
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ul_LightingEnabled = 1
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ul_LightingResolution = 1
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ul_Steps = 7
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ul_FalloffStyle = UL_I_FALLOFF_ROUND // Sets the lighting falloff to be either squared or circular.
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ul_TopLuminosity = 0
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ul_Layer = 10
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ul_SuppressLightLevelChanges = 0
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list/ul_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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var/list/light_to_instantiate = list()
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var/UL_setup = 0
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proc/setup_UL()
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UL_setup = 1
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world << "\red <b>Setting up UltraLight...</b>"
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for(var/atom/A in light_to_instantiate)
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if(A.ul_IsLuminous())
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A.ul_Illuminate()
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proc/ul_Clamp(var/Value)
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return min(max(Value, 0), ul_Steps)
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atom
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var
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LuminosityRed = 0
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LuminosityGreen = 0
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LuminosityBlue = 0
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ul_Extinguished = UL_I_ONZERO
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atom/proc/ul_SetLuminosity(var/Red, var/Green = Red, var/Blue = Red)
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if(LuminosityRed == Red && LuminosityGreen == Green && LuminosityBlue == Blue)
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return //No point doing all that work if it won't have any effect anyways...
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if (ul_Extinguished == UL_I_EXTINGUISHED)
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LuminosityRed = Red
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LuminosityGreen = Green
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LuminosityBlue = Blue
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return
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if (ul_IsLuminous())
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ul_Extinguish()
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LuminosityRed = Red
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LuminosityGreen = Green
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LuminosityBlue = Blue
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ul_Extinguished = UL_I_ONZERO
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if (ul_IsLuminous())
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ul_Illuminate()
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return
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atom/proc/ul_Illuminate()
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if (ul_Extinguished == UL_I_LIT)
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return
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ul_Extinguished = UL_I_LIT
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ul_UpdateTopLuminosity()
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luminosity = ul_Luminosity()
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for(var/turf/Affected in view(ul_Luminosity(), src))
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var/Falloff = src.ul_FalloffAmount(Affected)
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var/DeltaRed = LuminosityRed - Falloff
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var/DeltaGreen = LuminosityGreen - Falloff
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var/DeltaBlue = LuminosityBlue - Falloff
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if(ul_IsLuminous(DeltaRed, DeltaGreen, DeltaBlue))
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Affected.LightLevelRed += max(DeltaRed, 0)
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Affected.LightLevelGreen += max(DeltaGreen, 0)
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Affected.LightLevelBlue += max(DeltaBlue, 0)
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Affected.MaxRed += LuminosityRed
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Affected.MaxGreen += LuminosityGreen
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Affected.MaxBlue += LuminosityBlue
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Affected.ul_UpdateLight()
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if (ul_SuppressLightLevelChanges == 0)
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Affected.ul_LightLevelChanged()
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for(var/atom/AffectedAtom in Affected)
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AffectedAtom.ul_LightLevelChanged()
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return
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atom/proc/ul_Extinguish()
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if (ul_Extinguished != UL_I_LIT)
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return
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ul_Extinguished = UL_I_EXTINGUISHED
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for(var/turf/Affected in view(ul_Luminosity(), src))
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var/Falloff = ul_FalloffAmount(Affected)
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var/DeltaRed = LuminosityRed - Falloff
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var/DeltaGreen = LuminosityGreen - Falloff
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var/DeltaBlue = LuminosityBlue - Falloff
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if(ul_IsLuminous(DeltaRed, DeltaGreen, DeltaBlue))
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Affected.LightLevelRed -= max(DeltaRed, 0)
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Affected.LightLevelGreen -= max(DeltaGreen, 0)
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Affected.LightLevelBlue -= max(DeltaBlue, 0)
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Affected.MaxRed -= LuminosityRed
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Affected.MaxGreen -= LuminosityGreen
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Affected.MaxBlue -= LuminosityBlue
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Affected.ul_UpdateLight()
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if (ul_SuppressLightLevelChanges == 0)
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Affected.ul_LightLevelChanged()
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for(var/atom/AffectedAtom in Affected)
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AffectedAtom.ul_LightLevelChanged()
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luminosity = 0
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return
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/*
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Calculates the correct lighting falloff value (used to calculate what brightness to set the turf to) to use,
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when called on a luminous atom and passed an atom in the turf to be lit.
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Supports multiple configurations, BS12 uses the circular falloff setting. This setting uses an array lookup
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to avoid the cost of the square root function.
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*/
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atom/proc/ul_FalloffAmount(var/atom/ref)
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if (ul_FalloffStyle == UL_I_FALLOFF_ROUND)
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var/x = (ref.x - src.x)
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var/y = (ref.y - src.y)
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if ((x*x + y*y) > ul_FastRoot.len)
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for(var/i = ul_FastRoot.len, i <= x*x+y*y, i++)
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ul_FastRoot += round(sqrt(x*x+y*y))
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return round(ul_LightingResolution * ul_FastRoot[x*x + y*y + 1], 1)
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else if (ul_FalloffStyle == UL_I_FALLOFF_SQUARE)
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return get_dist(src, ref)
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return 0
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atom/proc/ul_SetOpacity(var/NewOpacity)
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if(opacity != NewOpacity)
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var/list/Blanked = ul_BlankLocal()
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var/atom/T = src
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while(T && !isturf(T))
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T = T.loc
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opacity = NewOpacity
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if(T)
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T:LightLevelRed = 0
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T:LightLevelGreen = 0
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T:LightLevelBlue = 0
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ul_UnblankLocal(Blanked)
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return
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atom/proc/ul_UnblankLocal(var/list/ReApply = view(ul_TopLuminosity, src))
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for(var/atom/Light in ReApply)
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if(Light.ul_IsLuminous())
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Light.ul_Illuminate()
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return
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atom/proc/ul_BlankLocal()
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var/list/Blanked = list( )
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var/TurfAdjust = isturf(src) ? 1 : 0
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for(var/atom/Affected in view(ul_TopLuminosity, src))
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if(Affected.ul_IsLuminous() && Affected.ul_Extinguished == UL_I_LIT && (ul_FalloffAmount(Affected) <= Affected.luminosity + TurfAdjust))
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Affected.ul_Extinguish()
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Blanked += Affected
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return Blanked
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atom/proc/ul_UpdateTopLuminosity()
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if (ul_TopLuminosity < LuminosityRed)
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ul_TopLuminosity = LuminosityRed
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if (ul_TopLuminosity < LuminosityGreen)
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ul_TopLuminosity = LuminosityGreen
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if (ul_TopLuminosity < LuminosityBlue)
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ul_TopLuminosity = LuminosityBlue
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return
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atom/proc/ul_Luminosity()
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return max(LuminosityRed, LuminosityGreen, LuminosityBlue)
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atom/proc/ul_IsLuminous(var/Red = LuminosityRed, var/Green = LuminosityGreen, var/Blue = LuminosityBlue)
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return (Red > 0 || Green > 0 || Blue > 0)
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atom/proc/ul_LightLevelChanged()
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//Designed for client projects to use. Called on items when the turf they are in has its light level changed
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return
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atom/New()
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..()
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if(UL_setup)
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if(ul_IsLuminous())
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ul_Illuminate()
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else
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light_to_instantiate |= src
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atom/Del()
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if(ul_IsLuminous())
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ul_Extinguish()
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..()
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return
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// formerly atom/proc/movable/Move(), this now overwrites other shit causing random inexplicable problems.
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// need to find a way to plug it in to the root without overriding, might just do the snowflake treatment
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/*atom/proc/Move()
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ul_Extinguish()
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..()
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ul_Illuminate()
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return*/
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turf
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var
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LightLevelRed = 0
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LightLevelGreen = 0
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LightLevelBlue = 0
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list/MaxRed = list( )
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list/MaxGreen = list( )
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list/MaxBlue = list( )
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turf/proc/ul_GetRed()
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return ul_Clamp(min(LightLevelRed, max(MaxRed)))
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turf/proc/ul_GetGreen()
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return ul_Clamp(min(LightLevelGreen, max(MaxGreen)))
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turf/proc/ul_GetBlue()
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return ul_Clamp(min(LightLevelBlue, max(MaxBlue)))
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turf/proc/ul_UpdateLight()
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var/area/CurrentArea = loc
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if(!isarea(CurrentArea) || !CurrentArea.ul_Lighting)
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return
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var/LightingTag = copytext(CurrentArea.tag, 1, findtext(CurrentArea.tag, ":UL")) + ":UL[ul_GetRed()]_[ul_GetGreen()]_[ul_GetBlue()]"
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if(CurrentArea.tag != LightingTag)
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var/area/NewArea = locate(LightingTag)
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if(!NewArea)
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NewArea = new CurrentArea.type()
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NewArea.tag = LightingTag
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for(var/V in CurrentArea.vars - "contents")
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if(issaved(CurrentArea.vars[V]))
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NewArea.vars[V] = CurrentArea.vars[V]
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NewArea.tag = LightingTag
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NewArea.ul_Light(ul_GetRed(), ul_GetGreen(), ul_GetBlue())
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NewArea.contents += src
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return
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turf/proc/ul_Recalculate()
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ul_SuppressLightLevelChanges++
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var/list/Lights = ul_BlankLocal()
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LightLevelRed = 0
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LightLevelGreen = 0
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LightLevelBlue = 0
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ul_UnblankLocal(Lights)
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ul_SuppressLightLevelChanges--
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return
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area
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var
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ul_Overlay = null
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ul_Lighting = 1
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LightLevelRed = 0
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LightLevelGreen = 0
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LightLevelBlue = 0
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area/proc/ul_Light(var/Red = LightLevelRed, var/Green = LightLevelGreen, var/Blue = LightLevelBlue)
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if(!src || !src.ul_Lighting)
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return
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overlays -= ul_Overlay
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LightLevelRed = Red
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LightLevelGreen = Green
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LightLevelBlue = Blue
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luminosity = ul_IsLuminous(LightLevelRed, LightLevelGreen, LightLevelBlue)
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ul_Overlay = image('ULIcons.dmi', , num2text(LightLevelRed) + "-" + num2text(LightLevelGreen) + "-" + num2text(LightLevelBlue), ul_Layer)
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overlays += ul_Overlay
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return
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area/proc/ul_Prep()
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if(!tag)
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tag = "[type]"
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if(ul_Lighting)
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if(!findtext(tag,":UL"))
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ul_Light()
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//world.log << tag
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return |