mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 08:01:06 +00:00
198 lines
5.5 KiB
Plaintext
198 lines
5.5 KiB
Plaintext
/turf
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var/dynamic_lighting = TRUE
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luminosity = 1
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var/tmp/lighting_corners_initialised = FALSE
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var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf.
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var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay.
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var/tmp/list/datum/lighting_corner/corners
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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.
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// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
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/turf/proc/reconsider_lights()
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//L_PROF(src, "turf_reconsider")
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var/datum/light_source/L
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for (var/thing in affecting_lights)
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L = thing
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L.vis_update()
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// Forces a lighting update. Reconsider lights is preferred when possible.
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/turf/proc/force_update_lights()
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//L_PROF(src, "turf_forceupdate")
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var/datum/light_source/L
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for (var/thing in affecting_lights)
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L = thing
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L.force_update()
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/turf/proc/lighting_clear_overlay()
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if (lighting_overlay)
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if (lighting_overlay.loc != src)
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var/turf/badT = lighting_overlay.loc
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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])!")
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qdel(lighting_overlay, TRUE)
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lighting_overlay = null
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//L_PROF(src, "turf_clear_overlay")
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for (var/datum/lighting_corner/C in corners)
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C.update_active()
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// Builds a lighting overlay for us, but only if our area is dynamic.
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/turf/proc/lighting_build_overlay()
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if (lighting_overlay)
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return
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//L_PROF(src, "turf_build_overlay")
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var/area/A = loc
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if (A.dynamic_lighting && dynamic_lighting)
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if (!lighting_corners_initialised || !corners)
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generate_missing_corners()
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new /atom/movable/lighting_overlay(src)
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for (var/datum/lighting_corner/C in corners)
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if (!C.active) // We would activate the corner, calculate the lighting for it.
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for (var/L in C.affecting)
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var/datum/light_source/S = L
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S.recalc_corner(C, TRUE)
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C.active = TRUE
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// Returns the average color of this tile. Roughly corresponds to the color of a single old-style lighting overlay.
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/turf/proc/get_avg_color()
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if (!lighting_overlay)
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return null
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var/lum_r
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var/lum_g
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var/lum_b
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for (var/datum/lighting_corner/L in corners)
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lum_r += L.lum_r
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lum_g += L.lum_g
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lum_b += L.lum_b
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lum_r = CLAMP01(lum_r / 4) * 255
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lum_g = CLAMP01(lum_g / 4) * 255
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lum_b = CLAMP01(lum_b / 4) * 255
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return "#[num2hex(lum_r, 2)][num2hex(lum_g, 2)][num2hex(lum_g, 2)]"
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#define SCALE(targ,min,max) (targ - min) / (max - min)
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// Used to get a scaled lumcount.
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/turf/proc/get_lumcount(minlum = 0, maxlum = 1)
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if (!lighting_overlay)
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return 0.5
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var/totallums = 0
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for (var/datum/lighting_corner/L in corners)
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totallums += L.lum_r + L.lum_b + L.lum_g
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totallums /= 12 // 4 corners, each with 3 channels, get the average.
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totallums = SCALE(totallums, minlum, maxlum)
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return CLAMP01(totallums)
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// Gets the current UV illumination of the turf. Always 100% for space & other static-lit tiles.
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/turf/proc/get_uv_lumcount(minlum = 0, maxlum = 1)
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if (!lighting_overlay)
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return 1
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L_PROF(src, "turf_get_uv")
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var/totallums = 0
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for (var/datum/lighting_corner/L in corners)
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totallums += L.lum_u
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totallums /= 4 // average of four corners.
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totallums = SCALE(totallums, minlum, maxlum)
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return CLAMP01(totallums)
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#undef SCALE
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// Can't think of a good name, this proc will recalculate the has_opaque_atom variable.
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/turf/proc/recalc_atom_opacity()
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#ifdef AO_USE_LIGHTING_OPACITY
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var/old = has_opaque_atom
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#endif
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has_opaque_atom = FALSE
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if (opacity)
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has_opaque_atom = TRUE
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else
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for (var/thing in src) // Loop through every movable atom on our tile
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var/atom/movable/A = thing
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if (A.opacity)
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has_opaque_atom = TRUE
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break // No need to continue if we find something opaque.
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#ifdef AO_USE_LIGHTING_OPACITY
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if (old != has_opaque_atom)
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regenerate_ao()
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#endif
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// If an opaque movable atom moves around we need to potentially update visibility.
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/turf/Entered(atom/movable/Obj, atom/OldLoc)
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. = ..()
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if (Obj && Obj.opacity && !has_opaque_atom)
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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.
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reconsider_lights()
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#ifdef AO_USE_LIGHTING_OPACITY
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// Hook for AO.
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regenerate_ao()
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#endif
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/turf/Exited(atom/movable/Obj, atom/newloc)
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. = ..()
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if (Obj && Obj.opacity)
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recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates.
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reconsider_lights()
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/turf/change_area(area/old_area, area/new_area)
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if (new_area.dynamic_lighting != old_area.dynamic_lighting)
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if (new_area.dynamic_lighting)
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lighting_build_overlay()
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else
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lighting_clear_overlay()
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// This is inlined in lighting_source.dm and lighting_source_novis.dm.
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// Update them too if you change this.
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/turf/proc/get_corners()
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if (!dynamic_lighting && !light_sources)
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return null
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if (!lighting_corners_initialised)
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generate_missing_corners()
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if (has_opaque_atom)
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return null // Since this proc gets used in a for loop, null won't be looped though.
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return corners
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// This is inlined in lighting_source.dm and lighting_source_novis.dm.
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// Update them too if you change this.
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/turf/proc/generate_missing_corners()
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if (!dynamic_lighting && !light_sources)
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return
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lighting_corners_initialised = TRUE
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if (!corners)
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corners = list(null, null, null, null)
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for (var/i = 1 to 4)
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if (corners[i]) // Already have a corner on this direction.
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continue
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corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
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