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Aurora.3/code/modules/lighting/lighting_overlay.dm

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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
appearance_flags = NO_CLIENT_COLOR
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 (!isturf(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 (rr == LIGHTING_DEFAULT_TUBE_R && rg == LIGHTING_DEFAULT_TUBE_G && rb == LIGHTING_DEFAULT_TUBE_B && ALL_EQUAL)
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.
if (T.above)
var/turf/simulated/open/OT = T.above
if (OT.shadower)
OT.shadower.copy_lighting(src)
else
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