Files
Aurora.3/code/modules/lighting/lighting_overlay.dm
Lohikar 754a219dec Misc tweaks (#3625)
changes:

Fastboot now turns off AO.
Removed some unused code from atmospheric machinery init.
Removed global list of all lighting overlays as it was unused.
Lighting now tracks the total number of light sources in the world.
Lighting now tracks the percentage of lighting updates done via. instant updates.
2017-10-14 19:35:01 +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.total_lighting_overlays++
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.total_lighting_overlays--
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
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
)
// If we're on an openturf, update the shadower object too.
var/turf/simulated/open/OT = loc:above
if (OT)
OT.update_icon()
#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
/atom/movable/lighting_overlay/conveyor_act()
return