/var/datum/lighting_corner/dummy/dummy_lighting_corner = new // Because we can control each corner of every lighting overlay. // 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. // This list is what the code that assigns corners listens to, the order in this list is the order in which corners are added to the /turf/corners list. /var/list/LIGHTING_CORNER_DIAGONAL = list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST) // This is the reverse of the above - the position in the array is a dir. Update this if the above changes. var/list/REVERSE_LIGHTING_CORNER_DIAGONAL = list(0, 0, 0, 0, 3, 4, 0, 0, 2, 1) /datum/lighting_corner var/turf/t1 // These are in no particular order. var/turf/t2 var/turf/t3 var/turf/t4 var/list/datum/light_source/affecting // Light sources affecting us. var/active = FALSE // TRUE if one of our masters has dynamic lighting. var/x = 0 var/y = 0 var/z = 0 var/lum_r = 0 var/lum_g = 0 var/lum_b = 0 var/lum_u = 0 // UV Radiation, not visible. var/needs_update = FALSE var/cache_r = LIGHTING_SOFT_THRESHOLD var/cache_g = LIGHTING_SOFT_THRESHOLD var/cache_b = LIGHTING_SOFT_THRESHOLD var/cache_mx = 0 /datum/lighting_corner/New(var/turf/new_turf, var/diagonal) SSlighting.lighting_corners += src t1 = new_turf z = new_turf.z 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/T var/i // Diagonal one is easy. T = get_step(new_turf, diagonal) if (T) // In case we're on the map's border. if (!T.corners) T.corners = list(null, null, null, null) t2 = T i = REVERSE_LIGHTING_CORNER_DIAGONAL[diagonal] T.corners[i] = src // Now the horizontal one. T = get_step(new_turf, horizontal) if (T) // Ditto. if (!T.corners) T.corners = list(null, null, null, null) t3 = T i = REVERSE_LIGHTING_CORNER_DIAGONAL[((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH)] // Get the dir based on coordinates. T.corners[i] = src // And finally the vertical one. T = get_step(new_turf, vertical) if (T) if (!T.corners) T.corners = list(null, null, null, null) t4 = T i = REVERSE_LIGHTING_CORNER_DIAGONAL[((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH)] // Get the dir based on coordinates. T.corners[i] = src update_active() #define OVERLAY_PRESENT(T) (T && T.lighting_overlay) /datum/lighting_corner/proc/update_active() active = FALSE if (OVERLAY_PRESENT(t1) || OVERLAY_PRESENT(t2) || OVERLAY_PRESENT(t3) || OVERLAY_PRESENT(t4)) active = TRUE #undef OVERLAY_PRESENT // God that was a mess, now to do the rest of the corner code! Hooray! /datum/lighting_corner/proc/update_lumcount(var/delta_r, var/delta_g, var/delta_b, var/delta_u, var/now = FALSE) lum_r += delta_r lum_g += delta_g lum_b += delta_b lum_u += delta_u if (needs_update || !(delta_r + delta_g + delta_b)) // Don't check u since the overlay doesn't care about it. return if (!now) needs_update = TRUE update_overlays(FALSE) SSlighting.corner_queue += src else update_overlays(TRUE) #define UPDATE_MASTER(T) \ if (T && T.lighting_overlay) { \ if (now) { \ T.lighting_overlay.update_overlay(); \ } \ else if (!T.lighting_overlay.needs_update) { \ T.lighting_overlay.needs_update = TRUE; \ SSlighting.overlay_queue += T.lighting_overlay; \ } \ } /datum/lighting_corner/proc/update_overlays(var/now = FALSE) // Cache these values a head of time so 4 individual lighting overlays don't all calculate them individually. var/mx = max(lum_r, lum_g, lum_b) // Scale it so 1 is the strongest lum, if it is above 1. . = 1 // factor if (mx > 1) . = 1 / mx else if (mx < 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 cache_mx = round(mx, LIGHTING_ROUND_VALUE) UPDATE_MASTER(t1) UPDATE_MASTER(t2) UPDATE_MASTER(t3) UPDATE_MASTER(t4) #undef UPDATE_MASTER /datum/lighting_corner/Destroy(force = FALSE) crash_with("Some fuck [force ? "force-" : ""]deleted a lighting corner.") if (!force) return QDEL_HINT_LETMELIVE SSlighting.lighting_corners -= src return ..() /datum/lighting_corner/dummy/New() return