Files
Aurora.3/code/modules/lighting/lighting_overlay.dm
Lohikar dbc70d9f49 Openturf & Lighting Improvements (#2961)
changes:

Openturf now uses ~200 MB less memory when sunlight is enabled.
Openturf now handles recursive OO copy better.
Lighting objects now update their existing color list if they can instead of creating a new one each time.
The sun can no longer fall out of the sky.
Openturfs should be a little gentler on clients.
Openturf darkening factor can be more easily changed.
Reset-Openturfs no longer hangs SSgarbage.
2017-07-06 23:40:16 +03:00

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/atom/movable/lighting_overlay
name = ""
anchored = TRUE
icon = LIGHTING_ICON
icon_state = LIGHTING_BASE_ICON_STATE
color = LIGHTING_BASE_MATRIX
mouse_opacity = 0
layer = LIGHTING_LAYER
invisibility = INVISIBILITY_LIGHTING
simulated = 0
blend_mode = BLEND_MULTIPLY
var/needs_update = FALSE
#if WORLD_ICON_SIZE != 32
transform = matrix(WORLD_ICON_SIZE / 32, 0, (WORLD_ICON_SIZE - 32) / 2, 0, WORLD_ICON_SIZE / 32, (WORLD_ICON_SIZE - 32) / 2)
#endif
/atom/movable/lighting_overlay/New()
SSlighting.lighting_overlays += src
var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
T.lighting_overlay = src
T.luminosity = 0
needs_update = TRUE
SSlighting.overlay_queue += src
/atom/movable/lighting_overlay/Destroy(force = FALSE)
if (!force)
return QDEL_HINT_LETMELIVE // STOP DELETING ME
//L_PROF(loc, "overlay_destroy")
SSlighting.lighting_overlays -= src
SSlighting.overlay_queue -= src
var/turf/T = loc
if (istype(T))
T.lighting_overlay = null
T.luminosity = 1
return ..()
// This is a macro PURELY so that the if below is actually readable.
#define ALL_EQUAL ((rr == gr && gr == br && br == ar) && (rg == gg && gg == bg && bg == ag) && (rb == gb && gb == bb && bb == ab))
/atom/movable/lighting_overlay/proc/update_overlay()
var/turf/T = loc
if (!istype(T)) // Erm...
if (loc)
warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update_overlay() and got deleted!")
else
warning("A lighting overlay realised it was in nullspace in update_overlay() and got deleted!")
qdel(src, TRUE)
return
// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
var/list/corners = T.corners
var/datum/lighting_corner/cr = dummy_lighting_corner
var/datum/lighting_corner/cg = dummy_lighting_corner
var/datum/lighting_corner/cb = dummy_lighting_corner
var/datum/lighting_corner/ca = dummy_lighting_corner
if (corners)
cr = corners[3] || dummy_lighting_corner
cg = corners[2] || dummy_lighting_corner
cb = corners[4] || dummy_lighting_corner
ca = corners[1] || dummy_lighting_corner
var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
luminosity = max > LIGHTING_SOFT_THRESHOLD
// The RNG introduced by LIGHTING_USE_MEMORY_HACK makes this shortcut ineffective.
#ifndef LIGHTING_USE_MEMORY_HACK
var/rr = cr.cache_r
var/rg = cr.cache_g
var/rb = cr.cache_b
var/gr = cg.cache_r
var/gg = cg.cache_g
var/gb = cg.cache_b
var/br = cb.cache_r
var/bg = cb.cache_g
var/bb = cb.cache_b
var/ar = ca.cache_r
var/ag = ca.cache_g
var/ab = ca.cache_b
if ((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
icon_state = LIGHTING_TRANSPARENT_ICON_STATE
color = null
else if (!luminosity)
icon_state = LIGHTING_DARKNESS_ICON_STATE
color = null
else if (ALL_EQUAL && rr == LIGHTING_DEFAULT_TUBE_R && rg == LIGHTING_DEFAULT_TUBE_G && rb == LIGHTING_DEFAULT_TUBE_B)
icon_state = LIGHTING_STATION_ICON_STATE
color = null
else
icon_state = LIGHTING_BASE_ICON_STATE
if (islist(color))
var/list/c_list = color
c_list[CL_MATRIX_RR] = rr
c_list[CL_MATRIX_RG] = rg
c_list[CL_MATRIX_RB] = rb
c_list[CL_MATRIX_GR] = gr
c_list[CL_MATRIX_GG] = gg
c_list[CL_MATRIX_GB] = gb
c_list[CL_MATRIX_BR] = br
c_list[CL_MATRIX_BG] = bg
c_list[CL_MATRIX_BB] = bb
c_list[CL_MATRIX_AR] = ar
c_list[CL_MATRIX_AG] = ag
c_list[CL_MATRIX_AB] = ab
color = c_list
else
color = list(
rr, rg, rb, 0,
gr, gg, gb, 0,
br, bg, bb, 0,
ar, ag, ab, 0,
0, 0, 0, 1
)
#else
color = list(
cr.cache_r, cr.cache_g, cr.cache_b, 0,
cg.cache_r, cg.cache_g, cg.cache_b, 0,
cb.cache_r, cb.cache_g, cb.cache_b, 0,
ca.cache_r, ca.cache_g, ca.cache_b, 0,
0, 0, 0, 1
)
#endif
// If we're on an openturf, update the shadower object too.
// We could queue an icon update for the entire OT, but this involves less overhead.
var/turf/simulated/open/OT = loc:above
if (OT)
var/atom/movable/openspace/multiplier/shadower = OT.shadower
if (!shadower) // The OT hasn't been initialized yet.
OT.update_icon()
return
shadower.appearance = src
shadower.plane = OPENTURF_CAP_PLANE
shadower.layer = SHADOWER_LAYER
shadower.invisibility = 0
if (shadower.icon_state == LIGHTING_BASE_ICON_STATE)
// We're using a color matrix, so just darken the colors.
var/list/c_list = shadower.color
c_list[CL_MATRIX_RR] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_RG] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_RB] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_GR] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_GG] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_GB] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_BR] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_BG] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_BB] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_AR] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_AG] *= SHADOWER_DARKENING_FACTOR
c_list[CL_MATRIX_AB] *= SHADOWER_DARKENING_FACTOR
shadower.color = c_list
else
shadower.color = list(
SHADOWER_DARKENING_FACTOR, 0, 0,
0, SHADOWER_DARKENING_FACTOR, 0,
0, 0, SHADOWER_DARKENING_FACTOR
)
if (shadower.bound_overlay)
shadower.update_above()
#undef ALL_EQUAL
// Variety of overrides so the overlays don't get affected by weird things.
/atom/movable/lighting_overlay/ex_act(severity)
return 0
/atom/movable/lighting_overlay/singularity_act()
return
/atom/movable/lighting_overlay/singularity_pull()
return
/atom/movable/lighting_overlay/singuloCanEat()
return FALSE
/atom/movable/lighting_overlay/can_fall()
return FALSE
// Override here to prevent things accidentally moving around overlays.
/atom/movable/lighting_overlay/forceMove(atom/destination, no_tp = FALSE, harderforce = FALSE)
if(harderforce)
//L_PROF(loc, "overlay_forcemove")
. = ..()
/atom/movable/lighting_overlay/shuttle_move(turf/loc)
return