Files
VMSolidus d190233527 Various Incomplete Destroy Fixes (#22788)
I've had extended logging for Incomplete Destroys for about 2 weeks now,
so there's the promised PR that fixes each and every single poisoned
destroy that was recorded in the past 2 weeks by the sentry logs.
2026-07-07 14:13:46 +00:00

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///Estimates the light power based on the alpha of the light and the range.
///Assumes a linear fallout at (0, alpha/255) to (range, 0)
///Used for lightig mask lumcount calculations
#define LIGHT_POWER_ESTIMATION(alpha, range, distance) max((alpha * (range - distance)) / (255 * range), 0)
/// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
/turf/proc/reconsider_lights()
//Consider static lights
lighting_corner_NE?.vis_update()
lighting_corner_SE?.vis_update()
lighting_corner_SW?.vis_update()
lighting_corner_NW?.vis_update()
//consider dynamic lights
for(var/atom/movable/lighting_mask/mask as anything in hybrid_lights_affecting)
mask.queue_mask_update()
// Used to get a scaled lumcount.
/turf/proc/get_lumcount(minlum = 0, maxlum = 1)
var/totallums = 0
if (static_lighting_object)
var/datum/static_lighting_corner/L
L = lighting_corner_NE
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_SE
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_SW
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_NW
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
totallums /= 12 // 4 corners, each with 3 channels, get the average.
totallums = (totallums - minlum) / (maxlum - minlum)
totallums = CLAMP01(totallums)
else
totallums = 1
for(var/atom/movable/lighting_mask/mask as anything in hybrid_lights_affecting)
if(mask.blend_mode == BLEND_ADD)
totallums += LIGHT_POWER_ESTIMATION(mask.alpha, mask.radius, get_dist(src, get_turf(mask.attached_atom)))
else
totallums -= LIGHT_POWER_ESTIMATION(mask.alpha, mask.radius, get_dist(src, get_turf(mask.attached_atom)))
totallums += dynamic_lumcount
return clamp(totallums, 0.0, 1.0)
///Proc to add movable sources of opacity on the turf and let it handle lighting code.
/turf/proc/add_opacity_source(atom/movable/new_source)
LAZYADD(opacity_sources, new_source)
if(opacity)
return
recalculate_directional_opacity()
///Proc to remove movable sources of opacity on the turf and let it handle lighting code.
/turf/proc/remove_opacity_source(atom/movable/old_source)
LAZYREMOVE(opacity_sources, old_source)
if(opacity) //Still opaque, no need to worry on updating.
return
recalculate_directional_opacity()
///Calculate on which directions this turfs block view.
/turf/proc/recalculate_directional_opacity()
. = directional_opacity
if(opacity)
directional_opacity = ALL_CARDINALS
if(. != directional_opacity)
reconsider_lights()
return
directional_opacity = NONE
for(var/atom/movable/opacity_source as anything in opacity_sources)
if(opacity_source?.atom_flags & ATOM_FLAG_CHECKS_BORDER)
directional_opacity |= opacity_source.dir
else //If fulltile and opaque, then the whole tile blocks view, no need to continue checking.
directional_opacity = ALL_CARDINALS
break
if(. != directional_opacity && (. == ALL_CARDINALS || directional_opacity == ALL_CARDINALS))
reconsider_lights() //The lighting system only cares whether the tile is fully concealed from all directions or not.