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@ -50,7 +50,93 @@ function lightPassable(shape)
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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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function circle(xm, ym,r,plot)
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local x = -r
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local y = 0
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local err = 2-2*r -- /* II. Quadrant */
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repeat
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plot(xm-x, ym+y);--/* I. Quadrant */
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plot(xm-y, ym-x);--/* II. Quadrant */
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plot(xm+x, ym-y);--/* III. Quadrant */
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plot(xm+y, ym+x);--/* IV. Quadrant */
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r = err;
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if (r <= y) then
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y=y+1
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err =err+y*2+1; --/* e_xy+e_y < 0 */
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end
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if (r > x or err > y) then
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x=x+1
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err =err+x*2+1; --/* e_xy+e_x > 0 or no 2nd y-step */
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end
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until (x >= 0);
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end
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function line(x0, y0, x1, y1,plot)
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local dx = math.abs(x1-x0)
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local dy = math.abs(y1-y0)
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local sx,sy
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if x0 < x1 then sx = 1 else sx = -1 end
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if y0 < y1 then sy = 1 else sy = -1 end
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local err = dx-dy
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while true do
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if not plot(x0,y0) then
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return
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end
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if x0 == x1 and y0 == y1 then
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break
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end
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local e2 = 2*err
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if e2 > -dy then
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err = err - dy
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x0 = x0 + sx
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end
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if x0 == x1 and y0 == y1 then
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if not plot(x0,y0) then
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return
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end
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break
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end
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if e2 < dx then
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err = err + dx
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y0 = y0 + sy
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end
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end
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end
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function LightOverlay:placeLightFov(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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local ray=function(tx,ty)
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local power=copyall(color)
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local lx=pos.x
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local ly=pos.y
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local setTile=function(x,y)
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if x>0 and y>0 and x<=map.width and y<=map.height then
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local dtsq=(lx-x)*(lx-x)+(ly-y)*(ly-y)
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local dt=math.sqrt(dtsq)
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local tile=x+y*map.width
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local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
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local ncol=blend(power,ocol)
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self.lightMap[tile]=ncol
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local v=self.ocupancy[tile]
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if dtsq>0 then
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power.r=power.r*(v.r^dt)
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power.g=power.g*(v.g^dt)
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power.b=power.b*(v.b^dt)
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end
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lx=x
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ly=y
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local pwsq=power.r*power.r+power.g*power.g+power.b*power.b
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return pwsq>levelDim*levelDim
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end
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return false
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end
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line(pos.x,pos.y,tx,ty,setTile)
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end
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circle(pos.x,pos.y,radius,ray)
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end
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function LightOverlay:placeLightFov2(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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@ -115,7 +201,9 @@ function LightOverlay:calculateLightLava()
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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 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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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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@ -124,6 +212,7 @@ function LightOverlay:calculateLightLava()
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end
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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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@ -162,14 +251,21 @@ function LightOverlay:buildOcupancy()
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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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local t1=dfhack.maps.getTileFlags(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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if not lightPassable(shape) then
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self.ocupancy[tile]={r=0,g=0,b=0}
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else
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if t1 and not t1.liquid_type and t1.flow_size>2 then
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self.ocupancy[tile]={r=0.5,g=0.5,b=0.7}
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else
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self.ocupancy[tile]={r=0.8,g=0.8,b=0.8}
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end
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end
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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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@ -193,7 +289,7 @@ function LightOverlay:render(dc)
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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.invalidate({x=map.x1,y=map.y1,w=map.width,h=map.height})
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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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@ -212,8 +308,9 @@ 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.invalidate()
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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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