Replaces our lighting system with CM's. (#21465)

Depends on #21458.

Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original
authors as:

- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)

The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677"
/>


- [x] Resolve todos
- [x] Look into open space fuckery (border objects)

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
This commit is contained in:
Matt Atlas
2025-11-04 21:27:42 +00:00
committed by GitHub
co-authored by Matt Atlas JohnWildkins
parent 8ebd7c9ad5
commit 94d92803b4
395 changed files with 3906 additions and 3299 deletions
@@ -0,0 +1,12 @@
/area
///Whether this area allows static lighting and thus loads the lighting objects
var/static_lighting = TRUE
//Non static lighting areas.
//Any lighting area that wont support static lights.
//These areas will NOT have corners generated.
/area/space
static_lighting = FALSE
base_lighting_alpha = 255
@@ -0,0 +1,25 @@
/atom
///The light source, datum. Dont fuck with this directly
var/tmp/datum/static_light_source/static_light
///Static light sources currently attached to this atom, this includes ones owned by atoms inside this atom
var/tmp/list/static_light_sources
///Pretty simple, just updates static lights on this atom
/atom/proc/static_update_light()
set waitfor = FALSE
if (QDELETED(src))
return
if (!light_power || !light_range) // We won't emit light anyways, destroy the light source.
QDEL_NULL(static_light)
else
if(!ismovableatom(loc)) // We choose what atom should be the top atom of the light here.
. = src
else
. = loc
if(static_light) // Update the light or create it if it does not exist.
static_light.update(.)
else
static_light = new/datum/static_light_source(src, .)
@@ -0,0 +1,176 @@
// Because we can control each corner of every lighting object.
// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
/datum/static_lighting_corner
var/list/datum/static_light_source/affecting // Light sources affecting us.
var/x = 0
var/y = 0
var/turf/master_NE
var/turf/master_SE
var/turf/master_SW
var/turf/master_NW
var/lum_r = 0
var/lum_g = 0
var/lum_b = 0
//true color values, guaranteed to be between 0 and 1
var/cache_r = LIGHTING_SOFT_THRESHOLD
var/cache_g = LIGHTING_SOFT_THRESHOLD
var/cache_b = LIGHTING_SOFT_THRESHOLD
///the maximum of lum_r, lum_g, and lum_b. if this is > 1 then the three cached color values are divided by this
var/largest_color_luminosity = 0
///whether we are to be added to SSlighting's corners_queue list for an update
var/needs_update = FALSE
/datum/static_lighting_corner/New(turf/new_turf, diagonal)
. = ..()
save_master(new_turf, turn(diagonal, 180))
var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one.
x = new_turf.x + (horizontal == EAST ? 0.5 : -0.5)
y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5)
// My initial plan was to make this loop through a list of all the dirs (horizontal, vertical, diagonal).
// Issue being that the only way I could think of doing it was very messy, slow and honestly overengineered.
// So we'll have this hardcode instead.
var/turf/new_master_turf
// Diagonal one is easy.
new_master_turf = get_step(new_turf, diagonal)
if(new_master_turf) // In case we're on the map's border.
save_master(new_master_turf, diagonal)
// Now the horizontal one.
new_master_turf = get_step(new_turf, horizontal)
if(new_master_turf) // Ditto.
save_master(new_master_turf, ((new_master_turf.x > x) ? EAST : WEST) | ((new_master_turf.y > y) ? NORTH : SOUTH)) // Get the dir based on coordinates.
// And finally the vertical one.
new_master_turf = get_step(new_turf, vertical)
if (new_master_turf)
save_master(new_master_turf, ((new_master_turf.x > x) ? EAST : WEST) | ((new_master_turf.y > y) ? NORTH : SOUTH)) // Get the dir based on coordinates.
/datum/static_lighting_corner/proc/save_master(turf/master, dir)
switch (dir)
if (NORTHEAST)
master_NE = master
master.lighting_corner_SW = src
if (SOUTHEAST)
master_SE = master
master.lighting_corner_NW = src
if (SOUTHWEST)
master_SW = master
master.lighting_corner_NE = src
if (NORTHWEST)
master_NW = master
master.lighting_corner_SE = src
/datum/static_lighting_corner/proc/self_destruct_if_idle()
if (!LAZYLEN(affecting))
qdel(src, force = TRUE)
/datum/static_lighting_corner/proc/vis_update()
for (var/datum/static_light_source/light_source as anything in affecting)
light_source.vis_update()
/datum/static_lighting_corner/proc/full_update()
for (var/datum/static_light_source/light_source as anything in affecting)
light_source.recalc_corner(src)
// God that was a mess, now to do the rest of the corner code! Hooray!
/datum/static_lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b)
if(!(delta_r || delta_g || delta_b)) // 0 is falsey ok
return
lum_r += delta_r
lum_g += delta_g
lum_b += delta_b
if(!needs_update)
needs_update = TRUE
SSlighting.corners_queue += src
/datum/static_lighting_corner/proc/update_objects()
// Cache these values a head of time so 4 individual lighting objects don't all calculate them individually.
var/lum_r = src.lum_r
var/lum_g = src.lum_g
var/lum_b = src.lum_b
var/largest_color_luminosity = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1.
. = 1 // factor
if (largest_color_luminosity > 1)
. = 1 / largest_color_luminosity
#if LIGHTING_SOFT_THRESHOLD != 0
else if (largest_color_luminosity < LIGHTING_SOFT_THRESHOLD)
. = 0 // 0 means soft lighting.
cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
#else
cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE)
cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
#endif
src.largest_color_luminosity = round(largest_color_luminosity, LIGHTING_ROUND_VALUE)
var/datum/static_lighting_object/lighting_object = master_NE?.static_lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
lighting_object = master_SE?.static_lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
lighting_object = master_SW?.static_lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
lighting_object = master_NW?.static_lighting_object
if (lighting_object && !lighting_object.needs_update)
lighting_object.needs_update = TRUE
SSlighting.objects_queue += lighting_object
self_destruct_if_idle()
/datum/static_lighting_corner/dummy/New()
return
/datum/static_lighting_corner/Destroy(force)
if (!force)
return QDEL_HINT_LETMELIVE
for(var/datum/static_light_source/light_source as anything in affecting)
LAZYREMOVE(light_source.effect_str, src)
affecting = null
if(master_NE)
master_NE.lighting_corner_SW = null
master_NE.lighting_corners_initialised = FALSE
if(master_SE)
master_SE.lighting_corner_NW = null
master_SE.lighting_corners_initialised = FALSE
if(master_SW)
master_SW.lighting_corner_NE = null
master_SW.lighting_corners_initialised = FALSE
if(master_NW)
master_NW.lighting_corner_SE = null
master_NW.lighting_corners_initialised = FALSE
if(needs_update)
SSlighting.corners_queue -= src
return ..()
@@ -0,0 +1,115 @@
/datum/static_lighting_object
///the underlay we are currently applying to our turf to apply light
var/mutable_appearance/current_underlay
///whether we are already in the SSlighting.objects_queue list
var/needs_update = FALSE
///the turf that our light is applied to
var/turf/affected_turf
/datum/static_lighting_object/New(turf/source)
if(!isturf(source))
qdel(src, force=TRUE)
stack_trace("a lighting object was assigned to [source], a non turf! ")
return
..()
current_underlay = mutable_appearance(LIGHTING_ICON, "transparent", FLOAT_LAYER, LIGHTING_PLANE, 255, RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM)
affected_turf = source
if (affected_turf.static_lighting_object)
qdel(affected_turf.static_lighting_object, force = TRUE)
stack_trace("a lighting object was assigned to a turf that already had a lighting object!")
affected_turf.static_lighting_object = src
affected_turf.luminosity = 0
needs_update = TRUE
SSlighting.objects_queue += src
/datum/static_lighting_object/Destroy(force)
if (!force)
return QDEL_HINT_LETMELIVE
SSlighting.objects_queue -= src
if (isturf(affected_turf))
affected_turf.static_lighting_object = null
affected_turf.luminosity = 1
affected_turf.underlays -= current_underlay
affected_turf = null
return ..()
/datum/static_lighting_object/proc/update()
// To the future coder who sees this and thinks
// "Why didn't he just use a loop?"
// Well my man, it's because the loop performed like shit.
// And there's no way to improve it because
// without a loop you can make the list all at once which is the fastest you're gonna get.
// Oh it's also shorter line wise.
// Including with these comments.
var/static/datum/static_lighting_corner/dummy/dummy_lighting_corner = new
var/datum/static_lighting_corner/red_corner = affected_turf.lighting_corner_SW || dummy_lighting_corner
var/datum/static_lighting_corner/green_corner = affected_turf.lighting_corner_SE || dummy_lighting_corner
var/datum/static_lighting_corner/blue_corner = affected_turf.lighting_corner_NW || dummy_lighting_corner
var/datum/static_lighting_corner/alpha_corner = affected_turf.lighting_corner_NE || dummy_lighting_corner
var/max = max(red_corner.largest_color_luminosity, green_corner.largest_color_luminosity, blue_corner.largest_color_luminosity, alpha_corner.largest_color_luminosity)
var/rr = red_corner.cache_r
var/rg = red_corner.cache_g
var/rb = red_corner.cache_b
var/gr = green_corner.cache_r
var/gg = green_corner.cache_g
var/gb = green_corner.cache_b
var/br = blue_corner.cache_r
var/bg = blue_corner.cache_g
var/bb = blue_corner.cache_b
var/ar = alpha_corner.cache_r
var/ag = alpha_corner.cache_g
var/ab = alpha_corner.cache_b
#if LIGHTING_SOFT_THRESHOLD != 0
var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
#else
// Because of floating points?, it won't even be a flat 0.
// This number is mostly arbitrary.
var/set_luminosity = max > 1e-6
#endif
if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
affected_turf.underlays -= current_underlay
current_underlay.icon_state = "lighting_transparent"
current_underlay.color = null
affected_turf.underlays += current_underlay
else if(!set_luminosity)
affected_turf.underlays -= current_underlay
current_underlay.icon_state = "lighting_dark"
current_underlay.color = null
affected_turf.underlays += current_underlay
else
affected_turf.underlays -= current_underlay
current_underlay.icon_state = null
current_underlay.color = list(
rr, rg, rb, 00,
gr, gg, gb, 00,
br, bg, bb, 00,
ar, ag, ab, 00,
00, 00, 00, 01
)
affected_turf.underlays += current_underlay
var/area/A = affected_turf.loc
//We are luminous
if(set_luminosity)
affected_turf.luminosity = set_luminosity
//We are not lit by static light OR dynamic light.
else if(!LAZYLEN(affected_turf.hybrid_lights_affecting) && !A.base_lighting_alpha)
affected_turf.luminosity = 0
@@ -0,0 +1,10 @@
/proc/create_all_lighting_objects()
for(var/area/A in world)
if(!A.static_lighting)
continue
for(var/turf/T in A)
new/datum/static_lighting_object(T)
CHECK_TICK
CHECK_TICK
@@ -0,0 +1,306 @@
// This is where the fun begins.
// These are the main datums that emit light.
/datum/static_light_source
///The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
var/atom/top_atom
///The atom that we belong to.
var/atom/source_atom
///The turf under the source atom.
var/turf/source_turf
///The turf the top_atom appears to over.
var/turf/pixel_turf
///Intensity of the emitter light.
var/light_power
/// The range of the emitted light.
var/light_range
/// The colour of the light, string, decomposed by parse_light_color()
var/light_color
// Variables for keeping track of the colour.
var/lum_r
var/lum_g
var/lum_b
// The lumcount values used to apply the light.
var/tmp/applied_lum_r
var/tmp/applied_lum_g
var/tmp/applied_lum_b
/// List used to store how much we're affecting corners.
var/list/datum/static_lighting_corner/effect_str
/// Whether we have applied our light yet or not.
var/applied = FALSE
/// whether we are to be added to SSlighting's static_sources_queue list for an update
var/needs_update = LIGHTING_NO_UPDATE
// Thanks to Lohikar for flinging this tiny bit of code at me, increasing my brain cell count from 1 to 2 in the process.
// This macro will only offset up to 1 tile, but anything with a greater offset is an outlier and probably should handle its own lighting offsets.
// Anything pixelshifted 16px or more will be considered on the next tile.
#define GET_APPROXIMATE_PIXEL_DIR(PX, PY) ((!(PX) ? 0 : ((PX >= 16 ? EAST : (PX <= -16 ? WEST : 0)))) | (!PY ? 0 : (PY >= 16 ? NORTH : (PY <= -16 ? SOUTH : 0))))
#define UPDATE_APPROXIMATE_PIXEL_TURF var/_mask = GET_APPROXIMATE_PIXEL_DIR(top_atom.pixel_x, top_atom.pixel_y); pixel_turf = _mask ? (get_step(source_turf, _mask) || source_turf) : source_turf
/datum/static_light_source/New(atom/owner, atom/top)
source_atom = owner // Set our new owner.
LAZYADD(source_atom.static_light_sources, src)
top_atom = top
if (top_atom != source_atom)
LAZYADD(top_atom.static_light_sources, src)
source_turf = top_atom
UPDATE_APPROXIMATE_PIXEL_TURF
light_power = source_atom.light_power
light_range = source_atom.light_range
light_color = source_atom.light_color
PARSE_LIGHT_COLOR(src)
update()
/datum/static_light_source/Destroy(force)
remove_lum()
if (source_atom)
LAZYREMOVE(source_atom.static_light_sources, src)
if (top_atom)
LAZYREMOVE(top_atom.static_light_sources, src)
if (needs_update)
SSlighting.static_sources_queue -= src
return ..()
#define EFFECT_UPDATE(level) \
if (needs_update == LIGHTING_NO_UPDATE) \
SSlighting.static_sources_queue += src; \
if (needs_update < level) \
needs_update = level; \
/// This proc will cause the light source to update the top atom, and add itself to the update queue.
/datum/static_light_source/proc/update(atom/new_top_atom)
// This top atom is different.
if (new_top_atom && new_top_atom != top_atom)
if(top_atom != source_atom && top_atom.static_light_sources) // Remove ourselves from the light sources of that top atom.
LAZYREMOVE(top_atom.static_light_sources, src)
top_atom = new_top_atom
if (top_atom != source_atom)
LAZYADD(top_atom.static_light_sources, src) // Add ourselves to the light sources of our new top atom.
EFFECT_UPDATE(LIGHTING_CHECK_UPDATE)
/// Will force an update without checking if it's actually needed.
/datum/static_light_source/proc/force_update()
EFFECT_UPDATE(LIGHTING_FORCE_UPDATE)
/// Will cause the light source to recalculate turfs that were removed or added to visibility only.
/datum/static_light_source/proc/vis_update()
EFFECT_UPDATE(LIGHTING_VIS_UPDATE)
// Macro that applies light to a new corner.
// It is a macro in the interest of speed, yet not having to copy paste it.
// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
// As such this all gets counted as a single line.
// The braces and semicolons are there to be able to do this on a single line.
//Original lighting falloff calculation. This looks the best out of the three. However, this is also the most expensive.
//#define LUM_FALLOFF(C, T) (1 - CLAMP01(sqrt((C.x - T.x) ** 2 + (C.y - T.y) ** 2 + LIGHTING_HEIGHT) / max(1, light_range)))
//Cubic lighting falloff. This has the *exact* same range as the original lighting falloff calculation, down to the exact decimal, but it looks a little unnatural due to the harsher falloff and how it's generally brighter across the board.
//#define LUM_FALLOFF(C, T) (1 - CLAMP01((((C.x - T.x) * (C.x - T.x)) + ((C.y - T.y) * (C.y - T.y)) + LIGHTING_HEIGHT) / max(1, light_range*light_range)))
//Linear lighting falloff. This resembles the original lighting falloff calculation the best, but results in lights having a slightly larger range, which is most noticeable with large light sources. This also results in lights being diamond-shaped, fuck. This looks the darkest out of the three due to how lights are brighter closer to the source compared to the original falloff algorithm. This falloff method also does not at all take into account lighting height, as it acts as a flat reduction to light range with this method.
//#define LUM_FALLOFF(C, T) (1 - CLAMP01(((abs(C.x - T.x) + abs(C.y - T.y))) / max(1, light_range+1)))
//Linear lighting falloff but with an octagonal shape in place of a diamond shape. Lummox JR please add pointer support.
#define GET_LUM_DIST(DISTX, DISTY) (DISTX + DISTY + abs(DISTX - DISTY)*0.4)
#define LUM_FALLOFF(C, T) (1 - CLAMP01(max(GET_LUM_DIST(abs(C.x - T.x), abs(C.y - T.y)),LIGHTING_HEIGHT) / max(1, light_range+1)))
#define APPLY_CORNER(C) \
. = LUM_FALLOFF(C, pixel_turf); \
. *= light_power; \
var/OLD = effect_str[C]; \
C.update_lumcount \
( \
(. * lum_r) - (OLD * applied_lum_r), \
(. * lum_g) - (OLD * applied_lum_g), \
(. * lum_b) - (OLD * applied_lum_b) \
);
#define REMOVE_CORNER(C) \
. = -effect_str[C]; \
C.update_lumcount \
( \
. * applied_lum_r, \
. * applied_lum_g, \
. * applied_lum_b \
);
/// This is the define used to calculate falloff.
/datum/static_light_source/proc/remove_lum()
applied = FALSE
for(var/datum/static_lighting_corner/corner as anything in effect_str)
REMOVE_CORNER(corner)
LAZYREMOVE(corner.affecting, src)
effect_str = null
/datum/static_light_source/proc/recalc_corner(datum/static_lighting_corner/corner)
LAZYINITLIST(effect_str)
if (effect_str[corner]) // Already have one.
REMOVE_CORNER(corner)
effect_str[corner] = 0
APPLY_CORNER(corner)
effect_str[corner] = .
/datum/static_light_source/proc/update_corners()
var/update = FALSE
var/atom/source_atom = src.source_atom
if (QDELETED(source_atom))
qdel(src)
return
if (source_atom.light_power != light_power)
light_power = source_atom.light_power
update = TRUE
if (source_atom.light_range != light_range)
light_range = source_atom.light_range
update = TRUE
if (!top_atom)
top_atom = source_atom
update = TRUE
if (!light_range || !light_power)
qdel(src)
return
if (isturf(top_atom))
if (source_turf != top_atom)
source_turf = top_atom
UPDATE_APPROXIMATE_PIXEL_TURF
update = TRUE
else if (top_atom.loc != source_turf)
source_turf = top_atom.loc
UPDATE_APPROXIMATE_PIXEL_TURF
update = TRUE
else
var/pixel_loc = get_turf_pixel(top_atom)
if (pixel_loc != pixel_turf)
pixel_turf = pixel_loc
update = TRUE
if (!isturf(source_turf))
if (applied)
remove_lum()
return
if (light_range && light_power && !applied)
update = TRUE
if (source_atom.light_color != light_color)
light_color = source_atom.light_color
PARSE_LIGHT_COLOR(src)
update = TRUE
else if (applied_lum_r != lum_r || applied_lum_g != lum_g || applied_lum_b != lum_b)
update = TRUE
if (update)
needs_update = LIGHTING_CHECK_UPDATE
applied = TRUE
else if (needs_update == LIGHTING_CHECK_UPDATE)
return //nothing's changed
var/list/datum/static_lighting_corner/corners = list()
var/list/turf/turfs = list()
if (source_turf)
var/oldlum = source_turf.luminosity
source_turf.luminosity = ceil(light_range)
for(var/turf/T in view(ceil(light_range), source_turf))
if(!IS_OPAQUE_TURF(T))
if (!T.lighting_corners_initialised)
T.static_generate_missing_corners()
corners[T.lighting_corner_NE] = 0
corners[T.lighting_corner_SE] = 0
corners[T.lighting_corner_SW] = 0
corners[T.lighting_corner_NW] = 0
turfs += T
var/turf/above = GET_TURF_ABOVE(T)
while(above && istransparentturf(above))
if (!above.lighting_corners_initialised)
above.static_generate_missing_corners()
corners[above.lighting_corner_NE] = 0
corners[above.lighting_corner_SE] = 0
corners[above.lighting_corner_SW] = 0
corners[above.lighting_corner_NW] = 0
above = GET_TURF_ABOVE(above)
turfs += above
var/turf/below = GET_TURF_BELOW(T)
var/turf/previous = T
while(below && istransparentturf(previous))
if (!below.lighting_corners_initialised)
below.static_generate_missing_corners()
corners[below.lighting_corner_NE] = 0
corners[below.lighting_corner_SE] = 0
corners[below.lighting_corner_SW] = 0
corners[below.lighting_corner_NW] = 0
previous = below
below = GET_TURF_BELOW(below)
source_turf.luminosity = oldlum
var/list/datum/static_lighting_corner/new_corners = (corners - effect_str)
LAZYINITLIST(effect_str)
if (needs_update == LIGHTING_VIS_UPDATE)
for (var/datum/static_lighting_corner/corner as anything in new_corners)
APPLY_CORNER(corner)
if (. != 0)
LAZYADD(corner.affecting, src)
effect_str[corner] = .
else
for (var/datum/static_lighting_corner/corner as anything in new_corners)
APPLY_CORNER(corner)
if (. != 0)
LAZYADD(corner.affecting, src)
effect_str[corner] = .
for (var/datum/static_lighting_corner/corner as anything in corners - new_corners) // Existing corners
APPLY_CORNER(corner)
if (. != 0)
effect_str[corner] = .
else
LAZYREMOVE(corner.affecting, src)
effect_str -= corner
var/list/datum/static_lighting_corner/gone_corners = effect_str - corners
for (var/datum/static_lighting_corner/corner as anything in gone_corners)
REMOVE_CORNER(corner)
LAZYREMOVE(corner.affecting, src)
effect_str -= gone_corners
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
UNSETEMPTY(effect_str)
#undef EFFECT_UPDATE
#undef LUM_FALLOFF
#undef GET_LUM_DIST
#undef REMOVE_CORNER
#undef APPLY_CORNER
@@ -0,0 +1,64 @@
/turf
var/tmp/lighting_corners_initialised = FALSE
var/tmp/datum/static_lighting_object/static_lighting_object
///Lighting Corner datums.
var/tmp/datum/static_lighting_corner/lighting_corner_NE
var/tmp/datum/static_lighting_corner/lighting_corner_SE
var/tmp/datum/static_lighting_corner/lighting_corner_SW
var/tmp/datum/static_lighting_corner/lighting_corner_NW
/turf/proc/static_lighting_clear_overlay()
if (static_lighting_object)
qdel(static_lighting_object, TRUE)
/// Builds a lighting object for us, but only if our area is dynamic.
/turf/proc/static_lighting_build_overlay(area/our_area = loc)
if(static_lighting_object)
qdel(static_lighting_object, force=TRUE) //Shitty fix for lighting objects persisting after death
new/datum/static_lighting_object(src)
// Returns a boolean whether the turf is on soft lighting.
// Soft lighting being the threshold at which point the overlay considers
// itself as too dark to allow sight and see_in_dark becomes useful.
// So basically if this returns true the tile is unlit black.
/turf/proc/static_is_softly_lit()
if (!static_lighting_object)
return FALSE
return !(luminosity || dynamic_lumcount)
///Transfer the lighting of one area to another
/turf/proc/transfer_area_lighting(area/old_area, area/new_area)
if(SSlighting.initialized)
if (new_area.static_lighting != old_area.static_lighting)
if (new_area.static_lighting)
static_lighting_build_overlay(new_area)
else
static_lighting_clear_overlay()
//Inherit overlay of new area
if(old_area.lighting_effect)
overlays -= old_area.lighting_effect
if(new_area.lighting_effect)
overlays += new_area.lighting_effect
/turf/proc/static_generate_missing_corners()
if (!lighting_corner_NE)
lighting_corner_NE = new/datum/static_lighting_corner(src, NORTH|EAST)
if (!lighting_corner_SE)
lighting_corner_SE = new/datum/static_lighting_corner(src, SOUTH|EAST)
if (!lighting_corner_SW)
lighting_corner_SW = new/datum/static_lighting_corner(src, SOUTH|WEST)
if (!lighting_corner_NW)
lighting_corner_NW = new/datum/static_lighting_corner(src, NORTH|WEST)
lighting_corners_initialised = TRUE