/turf var/dynamic_lighting = TRUE luminosity = 1 var/tmp/lighting_corners_initialised = FALSE var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf. var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay. var/tmp/list/datum/lighting_corner/corners var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile. // Causes any affecting light sources to be queued for a visibility update, for example a door got opened. /turf/proc/reconsider_lights() //L_PROF(src, "turf_reconsider") var/datum/light_source/L for (var/thing in affecting_lights) L = thing L.vis_update() // Forces a lighting update. Reconsider lights is preferred when possible. /turf/proc/force_update_lights() //L_PROF(src, "turf_forceupdate") var/datum/light_source/L for (var/thing in affecting_lights) L = thing L.force_update() /turf/proc/lighting_clear_overlay() if (lighting_overlay) if (lighting_overlay.loc != src) var/turf/badT = lighting_overlay.loc crash_with("Lighting overlay variable on turf [DEBUG_REF(src)] is insane, lighting overlay actually located on [DEBUG_REF(lighting_overlay.loc)] at ([badT.x],[badT.y],[badT.z])!") qdel(lighting_overlay, TRUE) lighting_overlay = null //L_PROF(src, "turf_clear_overlay") for (var/datum/lighting_corner/C in corners) C.update_active() // Builds a lighting overlay for us, but only if our area is dynamic. /turf/proc/lighting_build_overlay() if (lighting_overlay) return //L_PROF(src, "turf_build_overlay") var/area/A = loc if (A.dynamic_lighting && dynamic_lighting) if (!lighting_corners_initialised || !corners) generate_missing_corners() new /atom/movable/lighting_overlay(src) for (var/datum/lighting_corner/C in corners) if (!C.active) // We would activate the corner, calculate the lighting for it. for (var/L in C.affecting) var/datum/light_source/S = L S.recalc_corner(C, TRUE) C.active = TRUE // Returns the average color of this tile. Roughly corresponds to the color of a single old-style lighting overlay. /turf/proc/get_avg_color() if (!lighting_overlay) return null var/lum_r var/lum_g var/lum_b for (var/datum/lighting_corner/L in corners) lum_r += L.lum_r lum_g += L.lum_g lum_b += L.lum_b lum_r = CLAMP01(lum_r / 4) * 255 lum_g = CLAMP01(lum_g / 4) * 255 lum_b = CLAMP01(lum_b / 4) * 255 return "#[num2hex(lum_r, 2)][num2hex(lum_g, 2)][num2hex(lum_g, 2)]" #define SCALE(targ,min,max) (targ - min) / (max - min) // Used to get a scaled lumcount. /turf/proc/get_lumcount(minlum = 0, maxlum = 1) if (!lighting_overlay) return 0.5 var/totallums = 0 for (var/datum/lighting_corner/L in corners) totallums += L.lum_r + L.lum_b + L.lum_g totallums /= 12 // 4 corners, each with 3 channels, get the average. totallums = SCALE(totallums, minlum, maxlum) return CLAMP01(totallums) // Gets the current UV illumination of the turf. Always 100% for space & other static-lit tiles. /turf/proc/get_uv_lumcount(minlum = 0, maxlum = 1) if (!lighting_overlay) return 1 L_PROF(src, "turf_get_uv") var/totallums = 0 for (var/datum/lighting_corner/L in corners) totallums += L.lum_u totallums /= 4 // average of four corners. totallums = SCALE(totallums, minlum, maxlum) return CLAMP01(totallums) #undef SCALE // Can't think of a good name, this proc will recalculate the has_opaque_atom variable. /turf/proc/recalc_atom_opacity() #ifdef AO_USE_LIGHTING_OPACITY var/old = has_opaque_atom #endif has_opaque_atom = FALSE if (opacity) has_opaque_atom = TRUE else for (var/thing in src) // Loop through every movable atom on our tile var/atom/movable/A = thing if (A.opacity) has_opaque_atom = TRUE break // No need to continue if we find something opaque. #ifdef AO_USE_LIGHTING_OPACITY if (old != has_opaque_atom) regenerate_ao() #endif // If an opaque movable atom moves around we need to potentially update visibility. /turf/Entered(atom/movable/Obj, atom/OldLoc) . = ..() if (Obj && Obj.opacity && !has_opaque_atom) has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case. reconsider_lights() #ifdef AO_USE_LIGHTING_OPACITY // Hook for AO. regenerate_ao() #endif /turf/Exited(atom/movable/Obj, atom/newloc) . = ..() if (Obj && Obj.opacity) recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates. reconsider_lights() /turf/change_area(area/old_area, area/new_area) if (new_area.dynamic_lighting != old_area.dynamic_lighting) if (new_area.dynamic_lighting) lighting_build_overlay() else lighting_clear_overlay() // This is inlined in lighting_source.dm and lighting_source_novis.dm. // Update them too if you change this. /turf/proc/get_corners() if (!dynamic_lighting && !light_sources) return null if (!lighting_corners_initialised) generate_missing_corners() if (has_opaque_atom) return null // Since this proc gets used in a for loop, null won't be looped though. return corners // This is inlined in lighting_source.dm and lighting_source_novis.dm. // Update them too if you change this. /turf/proc/generate_missing_corners() if (!dynamic_lighting && !light_sources) return lighting_corners_initialised = TRUE if (!corners) corners = list(null, null, null, null) for (var/i = 1 to 4) if (corners[i]) // Already have a corner on this direction. continue corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i]) /turf/ChangeTurf(turf/N, tell_universe = TRUE, force_lighting_update = FALSE) if (!SSlighting) return ..() var/old_opacity = opacity var/old_dynamic_lighting = dynamic_lighting var/list/old_affecting_lights = affecting_lights var/old_lighting_overlay = lighting_overlay var/list/old_corners = corners . = ..() #ifndef AO_USE_LIGHTING_OPACITY if (permit_ao) regenerate_ao() #endif recalc_atom_opacity() lighting_overlay = old_lighting_overlay if (lighting_overlay && lighting_overlay.loc != src) // This is a hack, but I can't figure out why the fuck they're not on the correct turf in the first place. lighting_overlay.forceMove(src, harderforce = TRUE) affecting_lights = old_affecting_lights corners = old_corners if ((old_opacity != opacity) || (dynamic_lighting != old_dynamic_lighting) || force_lighting_update) reconsider_lights() if (dynamic_lighting != old_dynamic_lighting) if (dynamic_lighting) lighting_build_overlay() else lighting_clear_overlay() for (var/turf/space/S in RANGE_TURFS(1, src)) S.update_starlight()