Revert "12/21 modernizations from TG live"
This commit is contained in:
@@ -1,427 +0,0 @@
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/*
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This is /tg/'s 'newer' lighting system. It's basically a combination of Forum_Account's and ShadowDarke's
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respective lighting libraries heavily modified by Carnwennan for /tg/station with further edits by
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MrPerson. Credits, where due, to them.
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Originally, like all other lighting libraries on BYOND, we used areas to render different hard-coded light levels.
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The idea was that this was cheaper than using objects. Well as it turns out, the cost of the system is primarily from the
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massive loops the system has to run, not from the areas or objects actually doing any work. Thus the newer system uses objects
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so we can have more lighting states and smooth transitions between them.
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This is a queueing system. Everytime we call a change to opacity or luminosity throwgh SetOpacity() or SetLuminosity(),
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we are simply updating variables and scheduling certain lights/turfs for an update. Actual updates are handled
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periodically by the SSlighting subsystem. Specifically, it runs check() on every light datum that ran changed().
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Then it runs redraw_lighting() on every turf that ran update_lumcount().
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Unlike our older system, there are hardcoded maximum luminosities (different for certain atoms).
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This is to cap the cost of creating lighting effects.
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(without this, an atom with luminosity of 20 would have to update 41^2 turfs!) :s
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Each light remembers the effect it casts on each turf. It reduces cost of removing lighting effects by a lot!
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Known Issues/TODO:
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Shuttles still do not have support for dynamic lighting (I hope to fix this at some point) -probably trivial now
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No directional lighting support. (prototype looked ugly)
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Allow lights to be weaker than 'cap' radius
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Colored lights
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*/
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/datum/light_source
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var/atom/owner
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var/radius = 0
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var/luminosity = 0
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var/cap = 0
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var/changed = 0
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var/mode = LIGHTING_REGULAR
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var/list/effect = list()
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var/__x = 0 //x coordinate at last update
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var/__y = 0 //y coordinate at last update
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/datum/light_source/New(atom/A)
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if(!istype(A))
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CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
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..()
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owner = A
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UpdateLuminosity(A.luminosity)
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/datum/light_source/Destroy()
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if(owner && owner.light == src)
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remove_effect()
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owner.light = null
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owner.luminosity = 0
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owner = null
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if(changed)
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SSlighting.changed_lights -= src
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return ..()
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/datum/light_source/proc/UpdateLuminosity(new_luminosity, new_cap)
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if(new_luminosity < 0)
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new_luminosity = 0
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if(luminosity == new_luminosity && (new_cap == null || cap == new_cap))
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return
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radius = max(LIGHTING_MIN_RADIUS, new_luminosity)
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luminosity = new_luminosity
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if (new_cap != null)
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cap = new_cap
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changed()
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//Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
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/datum/light_source/proc/check()
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if(!owner)
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remove_effect()
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return 0
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if(changed)
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changed = 0
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remove_effect()
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return add_effect()
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return 1
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//Tell the lighting subsystem to check() next fire
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/datum/light_source/proc/changed()
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if(owner)
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__x = owner.x
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__y = owner.y
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if(!changed)
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changed = 1
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SSlighting.changed_lights |= src
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//Remove current effect
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/datum/light_source/proc/remove_effect().
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for(var/turf/T in effect)
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LAZYREMOVE(T.affecting_lights, src)
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T.update_lumcount(-effect[T], mode)
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effect.Cut()
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//Apply a new effect.
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/datum/light_source/proc/add_effect()
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// only do this if the light is turned on and is on the map
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if(!owner || !owner.loc)
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return 0
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var/range = owner.get_light_range(radius)
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if(range <= 0 || luminosity <= 0)
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owner.luminosity = 0
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return 0
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effect = list()
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var/turf/To = get_turf(owner)
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for(var/atom/movable/AM in To)
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if(AM == owner)
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continue
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if(AM.opacity)
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range = 1
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break
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owner.luminosity = range
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var/center_strength = 0
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if (cap <= 0)
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center_strength = LIGHTING_CAP/LIGHTING_LUM_FOR_FULL_BRIGHT*(luminosity)
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else
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center_strength = cap
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for(var/turf/T in view(range+1, To))
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#ifdef LIGHTING_CIRCULAR
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var/distance = cheap_hypotenuse(T.x, T.y, __x, __y)
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#else
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var/distance = max(abs(T,x - __x), abs(T.y - __y))
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#endif
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var/delta_lumcount = Clamp(center_strength * (range - distance) / range, 0, LIGHTING_CAP)
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if(delta_lumcount > 0)
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effect[T] = delta_lumcount
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T.update_lumcount(delta_lumcount, mode)
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LAZYINITLIST(T.affecting_lights)
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T.affecting_lights |= src
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return 1
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/atom
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var/datum/light_source/light
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//Objects with opacity will trigger nearby lights to update at next SSlighting fire
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/atom/movable/Destroy()
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qdel(light)
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if(opacity && isturf(loc))
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loc.UpdateAffectingLights()
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return ..()
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//Objects with opacity will trigger nearby lights of the old location to update at next SSlighting fire
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/atom/movable/Moved(atom/OldLoc, Dir)
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if(opacity)
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if (isturf(OldLoc))
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OldLoc.UpdateAffectingLights()
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if (isturf(loc))
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loc.UpdateAffectingLights()
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else
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if(light)
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light.changed()
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return ..()
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//Sets our luminosity.
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//If we have no light it will create one.
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//If we are setting luminosity to 0 the light will be cleaned up by the controller and garbage collected once all its
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//queues are complete.
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//if we have a light already it is merely updated, rather than making a new one.
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//The second arg allows you to scale the light cap for calculating falloff.
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/atom/proc/SetLuminosity(new_luminosity, new_cap)
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if (!light)
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if (new_luminosity <= 0)
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return
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light = new(src)
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light.UpdateLuminosity(new_luminosity, new_cap)
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/atom/proc/AddLuminosity(delta_luminosity)
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if(light)
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SetLuminosity(light.luminosity + delta_luminosity)
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else
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SetLuminosity(delta_luminosity)
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/area/SetLuminosity(new_luminosity) //we don't want dynamic lighting for areas
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luminosity = !!new_luminosity
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//change our opacity (defaults to toggle), and then update all lights that affect us.
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/atom/proc/SetOpacity(new_opacity)
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if(new_opacity == null)
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new_opacity = !opacity //default = toggle opacity
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else if(opacity == new_opacity)
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return 0 //opacity hasn't changed! don't bother doing anything
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opacity = new_opacity //update opacity, the below procs now call light updates.
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UpdateAffectingLights()
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return 1
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/atom/movable/light
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icon = LIGHTING_ICON
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icon_state = LIGHTING_ICON_STATE
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layer = LIGHTING_LAYER
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plane = LIGHTING_PLANE
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mouse_opacity = 0
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blend_mode = BLEND_OVERLAY
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invisibility = INVISIBILITY_LIGHTING
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color = "#000"
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luminosity = 0
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infra_luminosity = 1
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anchored = 1
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/atom/movable/light/Destroy(force)
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if(!force)
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return QDEL_HINT_LETMELIVE
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var/turf/T = loc
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. = ..()
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if (T.lighting_object == src)
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T.lighting_object = null
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/atom/movable/light/New()
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if (!isturf(loc))
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PutOut()
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throw EXCEPTION("Invalid light placement: loc must be a turf")
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var/turf/T = loc
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if (T.lighting_object && T.lighting_object != src)
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PutOut()
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throw EXCEPTION("BUG: /atom/movable/light created on a turf that already has one")
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T.lighting_object = src
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/atom/movable/light/proc/PutOut()
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alpha = 0
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qdel(src, force = TRUE)
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/atom/movable/light/Move()
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return 0
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/turf
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var/lighting_lumcount = 0
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var/lighting_changed = 0
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var/atom/movable/light/lighting_object //Will be null for space turfs and anything in a static lighting area
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var/list/affecting_lights //all /light_source affecting this turf, lazy initialized
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var/starlight = 0 //Amount of starlight hitting this turf
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/turf/ChangeTurf(path)
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if(!path || (!use_preloader && path == type)) //Sucks this is here but it would cause problems otherwise.
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return ..()
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for(var/obj/effect/decal/cleanable/decal in src.contents)
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qdel(decal)
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if(light)
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qdel(light)
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var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
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var/oldbaseturf = baseturf
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var/old_starlight = starlight
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var/list/our_lights //reset affecting_lights if needed
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if(opacity != initial(path:opacity) && old_lumcount)
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UpdateAffectingLights()
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if(affecting_lights)
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our_lights = affecting_lights.Copy()
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. = ..() //At this point the turf has changed
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affecting_lights = our_lights
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lighting_changed = 1 //Don't add ourself to SSlighting.changed_turfs
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update_lumcount(old_lumcount, LIGHTING_REGULAR)
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starlight = old_starlight
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baseturf = oldbaseturf
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lighting_object = locate() in src
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init_lighting()
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for(var/turf/open/space/S in RANGE_TURFS(1,src)) //RANGE_TURFS is in code\__HELPERS\game.dm
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S.update_starlight()
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/turf/proc/update_lumcount(amount, mode)
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switch(mode)
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if(LIGHTING_REGULAR)
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lighting_lumcount += amount
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if(LIGHTING_STARLIGHT)
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if(amount > starlight)
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lighting_lumcount -= starlight
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starlight = amount
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lighting_lumcount += amount
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else if(amount && amount == -starlight)
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lighting_lumcount -= starlight
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starlight = 0
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for(var/thing in affecting_lights)
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var/datum/light_source/LS = thing
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if(LS.mode == LIGHTING_STARLIGHT)
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var/starlight_test = LS.effect[src]
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if(starlight < starlight_test)
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starlight = starlight_test
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lighting_lumcount += starlight
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if(!lighting_changed)
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SSlighting.changed_turfs += src
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lighting_changed = 1
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/turf/open/space/update_lumcount(amount, mode) //Keep track in case the turf becomes a floor at some point, but don't process.
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lighting_changed = TRUE
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..()
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lighting_changed = FALSE
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/turf/proc/init_lighting()
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var/area/A = loc
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if(!IS_DYNAMIC_LIGHTING(A))
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if(lighting_changed)
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lighting_changed = 0
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if(lighting_object)
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lighting_object.PutOut()
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else
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if(!lighting_object)
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lighting_object = new (src)
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redraw_lighting(1)
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for(var/turf/open/space/T in RANGE_TURFS(1,src))
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T.update_starlight()
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/turf/open/space/init_lighting()
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if(lighting_changed)
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lighting_changed = 0
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if(lighting_object)
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lighting_object.PutOut()
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/turf/proc/redraw_lighting(instantly = 0)
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if(lighting_object)
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var/newalpha
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if(lighting_lumcount <= 0)
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newalpha = 255
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else
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if(lighting_lumcount < LIGHTING_CAP)
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var/num = Clamp(lighting_lumcount * LIGHTING_CAP_FRAC, 0, 255)
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newalpha = 255-num
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else //if(lighting_lumcount >= LIGHTING_CAP)
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newalpha = 0
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if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
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newalpha = 255
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if(lighting_object.alpha != newalpha)
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if(instantly)
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lighting_object.alpha = newalpha
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else
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animate(lighting_object, alpha = newalpha, time = LIGHTING_TIME)
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if(newalpha >= LIGHTING_DARKEST_VISIBLE_ALPHA)
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luminosity = 0
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lighting_object.luminosity = 0
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else
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luminosity = 1
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lighting_object.luminosity = 1
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lighting_changed = 0
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/turf/proc/get_lumcount()
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. = LIGHTING_CAP
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var/area/A = src.loc
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if(IS_DYNAMIC_LIGHTING(A))
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. = src.lighting_lumcount
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/area
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var/lighting_use_dynamic = DYNAMIC_LIGHTING_ENABLED //Turn this flag off to make the area fullbright
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/area/New()
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. = ..()
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if(lighting_use_dynamic != DYNAMIC_LIGHTING_ENABLED)
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luminosity = 1
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/area/proc/SetDynamicLighting()
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if (lighting_use_dynamic == DYNAMIC_LIGHTING_DISABLED)
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lighting_use_dynamic = DYNAMIC_LIGHTING_ENABLED
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luminosity = 0
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for(var/turf/T in src.contents)
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T.init_lighting()
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T.update_lumcount(0)
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//set the changed status of all lights which could have possibly lit this atom.
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//We don't need to worry about lights which lit us but moved away, since they will have change status set already
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//This proc can cause lots of lights to be updated. :(
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/atom/proc/UpdateAffectingLights()
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/atom/movable/UpdateAffectingLights()
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if(isturf(loc))
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loc.UpdateAffectingLights()
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/turf/UpdateAffectingLights()
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if(affecting_lights)
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for(var/datum/light_source/thing in affecting_lights)
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if (!thing.changed)
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thing.changed() //force it to update at next process()
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#define LIGHTING_MAX_LUMINOSITY_STATIC 8 //Maximum luminosity to reduce lag.
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#define LIGHTING_MAX_LUMINOSITY_MOBILE 7 //Moving objects have a lower max luminosity since these update more often. (lag reduction)
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#define LIGHTING_MAX_LUMINOSITY_MOB 6
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#define LIGHTING_MAX_LUMINOSITY_TURF 8 //turfs are static too, why was this 1?!
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//caps luminosity effects max-range based on what type the light's owner is.
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/atom/proc/get_light_range(radius)
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return min(radius, LIGHTING_MAX_LUMINOSITY_STATIC)
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/atom/movable/get_light_range(radius)
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return min(radius, LIGHTING_MAX_LUMINOSITY_MOBILE)
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/mob/get_light_range(radius)
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return min(radius, LIGHTING_MAX_LUMINOSITY_MOB)
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/obj/machinery/light/get_light_range(radius)
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return min(radius, LIGHTING_MAX_LUMINOSITY_STATIC)
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/turf/get_light_range(radius)
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return min(radius, LIGHTING_MAX_LUMINOSITY_TURF)
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#undef LIGHTING_MAX_LUMINOSITY_STATIC
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#undef LIGHTING_MAX_LUMINOSITY_MOBILE
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#undef LIGHTING_MAX_LUMINOSITY_MOB
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#undef LIGHTING_MAX_LUMINOSITY_TURF
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