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Aurora.3/code/modules/lighting/lighting_turf.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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/turf
var/dynamic_lighting = TRUE
luminosity = 1
var/tmp/lighting_corners_initialised = FALSE
var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf.
var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay.
var/tmp/list/datum/lighting_corner/corners
var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile.
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
/turf/proc/reconsider_lights()
L_PROF(src, "turf_reconsider")
for (var/datum/light_source/L in affecting_lights)
L.vis_update()
// Forces a lighting update. Reconsider lights is preferred when possible.
/turf/proc/force_update_lights()
L_PROF(src, "turf_forceupdate")
for (var/datum/light_source/L in affecting_lights)
L.force_update()
/turf/proc/lighting_clear_overlay()
if (lighting_overlay)
if (lighting_overlay.loc != src)
var/turf/badT = lighting_overlay.loc
crash_with("Lighting overlay variable on turf [DEBUG_REF(src)] is insane, lighting overlay actually located on [DEBUG_REF(lighting_overlay.loc)] at ([badT.x],[badT.y],[badT.z])!")
qdel(lighting_overlay, TRUE)
lighting_overlay = null
L_PROF(src, "turf_clear_overlay")
for (var/datum/lighting_corner/C in corners)
C.update_active()
// Builds a lighting overlay for us, but only if our area is dynamic.
/turf/proc/lighting_build_overlay()
if (lighting_overlay)
return
L_PROF(src, "turf_build_overlay")
var/area/A = loc
if (A.dynamic_lighting && dynamic_lighting)
if (!lighting_corners_initialised || !corners)
generate_missing_corners()
new /atom/movable/lighting_overlay(src)
for (var/datum/lighting_corner/C in corners)
if (!C.active) // We would activate the corner, calculate the lighting for it.
for (var/L in C.affecting)
var/datum/light_source/S = L
S.recalc_corner(C, TRUE)
C.active = TRUE
// Returns the average color of this tile. Roughly corresponds to the color of a single old-style lighting overlay.
/turf/proc/get_avg_color()
if (!lighting_overlay)
return null
var/lum_r
var/lum_g
var/lum_b
for (var/datum/lighting_corner/L in corners)
lum_r += L.lum_r
lum_g += L.lum_g
lum_b += L.lum_b
lum_r = CLAMP01(lum_r / 4) * 255
lum_g = CLAMP01(lum_g / 4) * 255
lum_b = CLAMP01(lum_b / 4) * 255
return "#[num2hex(lum_r, 2)][num2hex(lum_g, 2)][num2hex(lum_g, 2)]"
#define SCALE(targ,min,max) (targ - min) / (max - min)
// Used to get a scaled lumcount.
/turf/proc/get_lumcount(minlum = 0, maxlum = 1)
if (!lighting_overlay)
return 0.5
var/totallums = 0
for (var/datum/lighting_corner/L in corners)
totallums += L.lum_r + L.lum_b + L.lum_g
totallums /= 12 // 4 corners, each with 3 channels, get the average.
totallums = SCALE(totallums, minlum, maxlum)
return CLAMP01(totallums)
// Gets the current UV illumination of the turf. Always 100% for space & other static-lit tiles.
/turf/proc/get_uv_lumcount(minlum = 0, maxlum = 1)
if (!lighting_overlay)
return 1
L_PROF(src, "turf_get_uv")
var/totallums = 0
for (var/datum/lighting_corner/L in corners)
totallums += L.lum_u
totallums /= 4 // average of four corners.
totallums = SCALE(totallums, minlum, maxlum)
return CLAMP01(totallums)
#undef SCALE
// Can't think of a good name, this proc will recalculate the has_opaque_atom variable.
/turf/proc/recalc_atom_opacity()
has_opaque_atom = FALSE
for (var/atom/A in src.contents + src) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
if (A.opacity)
has_opaque_atom = TRUE
return // No need to continue if we find something opaque.
// If an opaque movable atom moves around we need to potentially update visibility.
/turf/Entered(atom/movable/Obj, atom/OldLoc)
. = ..()
if (Obj && Obj.opacity)
has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case.
reconsider_lights()
/turf/Exited(atom/movable/Obj, atom/newloc)
. = ..()
if (Obj && Obj.opacity)
recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates.
reconsider_lights()
/turf/change_area(area/old_area, area/new_area)
if (new_area.dynamic_lighting != old_area.dynamic_lighting)
if (new_area.dynamic_lighting)
lighting_build_overlay()
else
lighting_clear_overlay()
/turf/proc/get_corners()
if (has_opaque_atom)
return null // Since this proc gets used in a for loop, null won't be looped though.
return corners
/turf/proc/generate_missing_corners()
lighting_corners_initialised = TRUE
if (!corners)
corners = list(null, null, null, null)
for (var/i = 1 to 4)
if (corners[i]) // Already have a corner on this direction.
continue
corners[i] = new/datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
/turf/ChangeTurf(turf/N, tell_universe = TRUE, force_lighting_update = FALSE)
if (!SSlighting)
return ..()
var/old_opacity = opacity
var/old_dynamic_lighting = dynamic_lighting
var/list/old_affecting_lights = affecting_lights
var/old_lighting_overlay = lighting_overlay
var/list/old_corners = corners
. = ..()
recalc_atom_opacity()
lighting_overlay = old_lighting_overlay
if (lighting_overlay && lighting_overlay.loc != src)
// This is a hack, but I can't figure out why the fuck they're not on the correct turf in the first place.
lighting_overlay.forceMove(src, harderforce = TRUE)
affecting_lights = old_affecting_lights
corners = old_corners
if ((old_opacity != opacity) || (dynamic_lighting != old_dynamic_lighting) || force_lighting_update)
reconsider_lights()
if (dynamic_lighting != old_dynamic_lighting)
if (dynamic_lighting)
lighting_build_overlay()
else
lighting_clear_overlay()
for (var/turf/space/S in RANGE_TURFS(1, src))
S.update_starlight()