Added light script. Can be ran with "static" to recalculate only on '~' press.
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4cc14641ac
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17cf52206a
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-- an experimental lighting engine for df
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local gui = require 'gui'
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local guidm = require 'gui.dwarfmode'
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local render = require 'plugins.rendermax'
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local levelDim=0.05
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local tile_attrs = df.tiletype.attrs
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local args={...}
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function setCell(x,y,cell)
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cell=cell or {}
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cell.fm=cell.fm or {r=1,g=1,b=1}
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cell.bm=cell.bm or {r=1,g=1,b=1}
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cell.fo=cell.fo or {r=0,g=0,b=0}
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cell.bo=cell.bo or {r=0,g=0,b=0}
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render.setCell(x,y,cell)
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end
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function getCursorPos()
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local g_cursor=df.global.cursor
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if g_cursor.x ~= -30000 then
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return copyall(g_cursor)
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end
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end
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function falloff(color,sqDist,maxdist)
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local v1=1/(sqDist/maxdist+1)
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local v2=v1-1/(1+maxdist*maxdist)
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local v=v2/(1-1/(1+maxdist*maxdist))
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return {r=v*color.r,g=v*color.g,b=v*color.b}
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end
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function blend(c1,c2)
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return {r=math.max(c1.r,c2.r),
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g=math.max(c1.g,c2.g),
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b=math.max(c1.b,c2.b)}
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end
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LightOverlay=defclass(LightOverlay,guidm.DwarfOverlay)
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LightOverlay.ATTRS {
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lightMap={},
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dynamic=true
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}
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function LightOverlay.init(args)
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end
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function lightPassable(shape)
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if shape==df.tiletype_shape.WALL or
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shape==df.tiletype_shape.BROOK_BED or
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shape==df.tiletype_shape.TREE then
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return false
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else
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return true
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end
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end
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function LightOverlay:placeLightFov(pos,radius,color,f,rays)
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f=f or falloff
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local raycount=rays or 25
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local vp=self:getViewport()
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local map = self.df_layout.map
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local off=math.random(0,math.pi)
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local done={}
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for d=0,math.pi*2,math.pi*2/raycount do
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local dx,dy
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dx=math.cos(d+off)
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dy=math.sin(d+off)
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local cx=0
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local cy=0
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for dt=0,radius,0.01 do
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if math.abs(math.floor(dt*dx)-cx)>0 or math.abs(math.floor(dt*dy)-cy)> 0then
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local x=cx+pos.x
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local y=cy+pos.y
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if x>0 and y>0 and x<=map.width and y<=map.height and not done[tile] then
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local tile=x+y*map.width
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done[tile]=true
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local ncol=f(color,dt*dt,radius)
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local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
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ncol=blend(ncol,ocol)
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self.lightMap[tile]=ncol
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if --(ncol.r==ocol.r and ncol.g==ocol.g and ncol.b==ocol.b) or
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not self.ocupancy[tile] then
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break
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end
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end
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cx=math.floor(dt*dx)
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cy=math.floor(dt*dy)
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end
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end
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end
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end
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function LightOverlay:placeLight(pos,radius,color,f)
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f=f or falloff
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local vp=self:getViewport()
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local map = self.df_layout.map
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for i=-radius,radius do
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for j=-radius,radius do
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local x=pos.x+i+1
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local y=pos.y+j+1
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if x>0 and y>0 and x<=map.width and y<=map.height then
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local tile=x+y*map.width
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local ncol=f(color,(i*i+j*j),radius)
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local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
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self.lightMap[tile]=blend(ncol,ocol)
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end
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end
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end
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end
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function LightOverlay:calculateLightLava()
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local vp=self:getViewport()
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local map = self.df_layout.map
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for i=map.x1,map.x2 do
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for j=map.y1,map.y2 do
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local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
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local pos2={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z-1}
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local t1=dfhack.maps.getTileFlags(pos)
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local shape=tile_attrs[dfhack.maps.getTileType(pos)].shape
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local t2=dfhack.maps.getTileFlags(pos2)
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if (t1 and t1.liquid_type and t1.flow_size>0) or
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(shape==df.tiletype_shape.EMPTY and t2 and t2.liquid_type and t2.flow_size>0) then
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--self:placeLight({x=i,y=j},5,{r=0.8,g=0.2,b=0.2})
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self:placeLightFov({x=i,y=j},5,{r=0.8,g=0.2,b=0.2},nil,5)
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end
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end
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end
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end
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function LightOverlay:calculateLightSun()
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local vp=self:getViewport()
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local map = self.df_layout.map
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for i=map.x1,map.x2+1 do
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for j=map.y1,map.y2+1 do
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local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
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local t1=dfhack.maps.getTileFlags(pos)
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if (t1 and t1.outside ) then
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self:placeLightFov({x=i,y=j},7,{r=1,g=1,b=1},nil,3)
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end
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end
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end
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end
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function LightOverlay:calculateLightCursor()
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local c=getCursorPos()
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if c then
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local vp=self:getViewport()
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local pos=vp:tileToScreen(c)
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--self:placeLight(pos,11,{r=0.96,g=0.84,b=0.03})
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self:placeLightFov({x=pos.x+1,y=pos.y+1},11,{r=0.96,g=0.84,b=0.03})
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end
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end
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function LightOverlay:buildOcupancy()
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self.ocupancy={}
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local vp=self:getViewport()
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local map = self.df_layout.map
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for i=map.x1,map.x2+1 do
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for j=map.y1,map.y2+1 do
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local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
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local tile=i+j*map.width
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local tt=dfhack.maps.getTileType(pos)
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if tt then
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local shape=tile_attrs[tt].shape
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self.ocupancy[tile]=lightPassable(shape)
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end
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end
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end
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end
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function LightOverlay:makeLightMap()
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self.lightMap={}
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self:buildOcupancy()
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self:calculateLightCursor()
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self:calculateLightLava()
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self:calculateLightSun()
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end
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function LightOverlay:onIdle()
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self._native.parent:logic()
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if self.dynamic then
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self:makeLightMap()
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end
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end
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function LightOverlay:render(dc)
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self:renderParent()
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local vp=self:getViewport()
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local map = self.df_layout.map
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self.lightMap=self.lightMap or {}
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render.lockGrids()
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df.global.gps.force_full_display_count=df.global.gps.force_full_display_count+1
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render.resetGrids()
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for i=map.x1,map.x2 do
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for j=map.y1,map.y2 do
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local v=self.lightMap[i+j*map.width]
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if v then
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setCell(i,j,{fm=v,bm=v})
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else
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local dimRgb={r=levelDim,g=levelDim,b=levelDim}
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setCell(i,j,{fm=dimRgb,bm=dimRgb})
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end
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end
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end
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render.unlockGrids()
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end
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function LightOverlay:onDismiss()
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render.lockGrids()
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render.resetGrids()
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render.unlockGrids()
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df.global.gps.force_full_display_count=df.global.gps.force_full_display_count+1
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end
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function LightOverlay:onInput(keys)
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if keys.LEAVESCREEN then
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self:dismiss()
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else
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self:sendInputToParent(keys)
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if keys.CHANGETAB then
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self:updateLayout()
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end
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if keys.STRING_A126 and not self.dynamic then
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self:makeLightMap()
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end
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end
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end
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if not render.isEnabled() then
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qerror("Lua rendermode not enabled!")
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end
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local dyn=true
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if #args>0 and args[1]=="static" then dyn=false end
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local lview = LightOverlay{ dynamic=dyn}
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lview:show()
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