Files
Aurora.3/code/modules/lighting/lighting_overlay.dm
Lohikar 52a4f3a4e3 Shuttle refactor (#2171)
Rewrites the area movement code used by shuttles & elevators in an effort to make it faster, more extensible, and generally easier to read. Also fixes some bugs relating to lighting & moving areas, such as lighting overlays suddenly being teleported into space for absolutely no reason.

Fixes #2161.
Fixes #2166.
2017-05-05 10:16:53 +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(atom/loc, no_update = FALSE)
. = ..()
verbs.Cut()
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
if (no_update)
return
update_overlay()
/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 ..()
/atom/movable/lighting_overlay/proc/update_overlay()
if (QDELING(src)) // This shouldn't happen.
return
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
// To the future coder who sees this and thinks
// "Why didn't he just use a loop?"
// Well my man, it's because the loop performed like shit.
// And there's no way to improve it because
// without a loop you can make the list all at once which is the fastest you're gonna get.
// Oh it's also shorter line wise.
// Including with these comments.
// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
// No I seriously cannot think of a more efficient method, fuck off Comic.
var/datum/lighting_corner/cr = T.corners[3] || dummy_lighting_corner
var/datum/lighting_corner/cg = T.corners[2] || dummy_lighting_corner
var/datum/lighting_corner/cb = T.corners[4] || dummy_lighting_corner
var/datum/lighting_corner/ca = T.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
// Check for a common value first so we can skip expensive color matrixes if possible.
var/all_equal = ((rr == gr && gr == br && br == ar) && (rg == gg && gg == bg && bg == ag) && (rb == gb && gb == bb && bb == ab))
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
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
// 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/resetVariables(...)
color = LIGHTING_BASE_MATRIX
return ..("color")
/atom/movable/lighting_overlay/shuttle_move(turf/loc)
return