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https://github.com/Aurorastation/Aurora.3.git
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This PR edits the lighting engine's turf selection algorithm to also include turfs below openturf tiles, allowing for cross-Z lighting. changes: Lights now will now shine down Z-levels when they light up an open turf. Commented-out openturf starlight pending making it not pummel SSlighting. Openspace overlays are now only queued if they are not already in the queue. Lighting overlays will now also update their associated openturf overlay on update if they have one. Removed an old unused message from the asteroid generation subsystem.
155 lines
4.3 KiB
Plaintext
155 lines
4.3 KiB
Plaintext
/atom/movable/lighting_overlay
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name = ""
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anchored = TRUE
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icon = LIGHTING_ICON
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icon_state = LIGHTING_BASE_ICON_STATE
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color = LIGHTING_BASE_MATRIX
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mouse_opacity = 0
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layer = LIGHTING_LAYER
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invisibility = INVISIBILITY_LIGHTING
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simulated = 0
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blend_mode = BLEND_MULTIPLY
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var/needs_update = FALSE
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#if WORLD_ICON_SIZE != 32
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transform = matrix(WORLD_ICON_SIZE / 32, 0, (WORLD_ICON_SIZE - 32) / 2, 0, WORLD_ICON_SIZE / 32, (WORLD_ICON_SIZE - 32) / 2)
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#endif
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/atom/movable/lighting_overlay/New(atom/loc)
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. = ..()
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verbs.Cut()
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SSlighting.lighting_overlays += src
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var/turf/T = loc // If this runtimes atleast we'll know what's creating overlays in things that aren't turfs.
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T.lighting_overlay = src
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T.luminosity = 0
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needs_update = TRUE
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SSlighting.overlay_queue += src
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/atom/movable/lighting_overlay/Destroy(force = FALSE)
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if (!force)
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return QDEL_HINT_LETMELIVE // STOP DELETING ME
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L_PROF(loc, "overlay_destroy")
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SSlighting.lighting_overlays -= src
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SSlighting.overlay_queue -= src
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var/turf/T = loc
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if (istype(T))
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T.lighting_overlay = null
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T.luminosity = 1
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return ..()
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/atom/movable/lighting_overlay/proc/update_overlay()
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if (QDELING(src)) // This shouldn't happen.
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return
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var/turf/T = loc
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if (!istype(T)) // Erm...
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if (loc)
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warning("A lighting overlay realised its loc was NOT a turf (actual loc: [loc], [loc.type]) in update_overlay() and got deleted!")
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else
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warning("A lighting overlay realised it was in nullspace in update_overlay() and got deleted!")
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qdel(src, TRUE)
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return
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// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
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var/list/corners = T.corners
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var/datum/lighting_corner/cr = dummy_lighting_corner
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var/datum/lighting_corner/cg = dummy_lighting_corner
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var/datum/lighting_corner/cb = dummy_lighting_corner
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var/datum/lighting_corner/ca = dummy_lighting_corner
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if (corners)
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cr = corners[3] || dummy_lighting_corner
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cg = corners[2] || dummy_lighting_corner
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cb = corners[4] || dummy_lighting_corner
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ca = corners[1] || dummy_lighting_corner
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var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
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luminosity = max > LIGHTING_SOFT_THRESHOLD
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// The RNG introduced by LIGHTING_USE_MEMORY_HACK makes this shortcut ineffective.
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#ifndef LIGHTING_USE_MEMORY_HACK
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var/rr = cr.cache_r
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var/rg = cr.cache_g
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var/rb = cr.cache_b
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var/gr = cg.cache_r
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var/gg = cg.cache_g
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var/gb = cg.cache_b
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var/br = cb.cache_r
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var/bg = cb.cache_g
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var/bb = cb.cache_b
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var/ar = ca.cache_r
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var/ag = ca.cache_g
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var/ab = ca.cache_b
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// Check for a common value first so we can skip expensive color matrixes if possible.
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var/all_equal = ((rr == gr && gr == br && br == ar) && (rg == gg && gg == bg && bg == ag) && (rb == gb && gb == bb && bb == ab))
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if (!luminosity)
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icon_state = LIGHTING_DARKNESS_ICON_STATE
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color = null
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else if (all_equal && rr == LIGHTING_DEFAULT_TUBE_R && rg == LIGHTING_DEFAULT_TUBE_G && rb == LIGHTING_DEFAULT_TUBE_B)
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icon_state = LIGHTING_STATION_ICON_STATE
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color = null
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else
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icon_state = LIGHTING_BASE_ICON_STATE
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color = list(
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rr, rg, rb, 0,
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gr, gg, gb, 0,
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br, bg, bb, 0,
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ar, ag, ab, 0,
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0, 0, 0, 1
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)
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#else
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color = list(
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cr.cache_r, cr.cache_g, cr.cache_b, 0,
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cg.cache_r, cg.cache_g, cg.cache_b, 0,
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cb.cache_r, cb.cache_g, cb.cache_b, 0,
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ca.cache_r, ca.cache_g, ca.cache_b, 0,
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0, 0, 0, 1
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)
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#endif
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if (bound_overlay)
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update_oo()
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// Variety of overrides so the overlays don't get affected by weird things.
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/atom/movable/lighting_overlay/ex_act(severity)
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return 0
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/atom/movable/lighting_overlay/singularity_act()
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return
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/atom/movable/lighting_overlay/singularity_pull()
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return
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/atom/movable/lighting_overlay/singuloCanEat()
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return FALSE
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/atom/movable/lighting_overlay/can_fall()
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return FALSE
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// Override here to prevent things accidentally moving around overlays.
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/atom/movable/lighting_overlay/forceMove(atom/destination, no_tp = FALSE, harderforce = FALSE)
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if(harderforce)
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L_PROF(loc, "overlay_forcemove")
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. = ..()
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/atom/movable/lighting_overlay/resetVariables(...)
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color = LIGHTING_BASE_MATRIX
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return ..("color")
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/atom/movable/lighting_overlay/shuttle_move(turf/loc)
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return
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