// Because we can control each corner of every lighting object. // And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't). // For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting. /datum/lighting_corner var/list/datum/light_source/affecting // Light sources affecting us. var/x = 0 var/y = 0 var/z = 0 var/turf/master_NE var/turf/master_SE var/turf/master_SW var/turf/master_NW //"raw" color values, changed by update_lumcount() var/lum_r = 0 var/lum_g = 0 var/lum_b = 0 //true color values, guaranteed to be between 0 and 1 var/cache_r = LIGHTING_SOFT_THRESHOLD var/cache_g = LIGHTING_SOFT_THRESHOLD var/cache_b = LIGHTING_SOFT_THRESHOLD ///the maximum of lum_r, lum_g, and lum_b. if this is > 1 then the three cached color values are divided by this var/largest_color_luminosity = 0 ///whether we are to be added to SSlighting's corners_queue list for an update var/needs_update = FALSE // Takes as an argument the coords to use as the bottom left (south west) of our corner /datum/lighting_corner/New(x, y, z) . = ..() src.x = x + 0.5 src.y = y + 0.5 src.z = z // Alright. We're gonna take a set of coords, and from them do a loop clockwise // To build out the turfs adjacent to us. This is pretty fast var/turf/process_next = locate(x, y, z) if(process_next) master_SW = process_next process_next.lighting_corner_NE = src // Now, we go north! process_next = get_step(process_next, NORTH) else // Yes this is slightly slower then having a guarenteeed turf, but there aren't many null turfs // So this is pretty damn fast process_next = locate(x, y + 1, z) // Ok, if we have a north turf, go there. otherwise, onto the next if(process_next) master_NW = process_next process_next.lighting_corner_SE = src // Now, TO THE EAST process_next = get_step(process_next, EAST) else process_next = locate(x + 1, y + 1, z) // Etc etc if(process_next) master_NE = process_next process_next.lighting_corner_SW = src // Now, TO THE SOUTH AGAIN (SE) process_next = get_step(process_next, SOUTH) else process_next = locate(x + 1, y, z) // anddd the last tile if(process_next) master_SE = process_next process_next.lighting_corner_NW = src /datum/lighting_corner/proc/self_destruct_if_idle() if (!LAZYLEN(affecting)) qdel(src, force = TRUE) /datum/lighting_corner/proc/vis_update() for (var/datum/light_source/light_source as anything in affecting) light_source.vis_update() /datum/lighting_corner/proc/full_update() for (var/datum/light_source/light_source as anything in affecting) light_source.recalc_corner(src) // God that was a mess, now to do the rest of the corner code! Hooray! /datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b) #ifdef VISUALIZE_LIGHT_UPDATES if (!SSlighting.allow_duped_values && !(delta_r || delta_g || delta_b)) // 0 is falsey ok return #else if (!(delta_r || delta_g || delta_b)) // 0 is falsey ok return #endif lum_r += delta_r lum_g += delta_g lum_b += delta_b if (!needs_update) needs_update = TRUE SSlighting.corners_queue += src /datum/lighting_corner/proc/update_objects() // Cache these values ahead of time so 4 individual lighting objects don't all calculate them individually. var/lum_r = src.lum_r var/lum_g = src.lum_g var/lum_b = src.lum_b var/largest_color_luminosity = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1. . = 1 // factor if (largest_color_luminosity > 1) . = 1 / largest_color_luminosity var/old_r = cache_r var/old_g = cache_g var/old_b = cache_b #if LIGHTING_SOFT_THRESHOLD != 0 else if (largest_color_luminosity < LIGHTING_SOFT_THRESHOLD) . = 0 // 0 means soft lighting. cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD #else cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) #endif src.largest_color_luminosity = round(largest_color_luminosity, LIGHTING_ROUND_VALUE) #ifdef VISUALIZE_LIGHT_UPDATES if(!SSlighting.allow_duped_corners && old_r == cache_r && old_g == cache_g && old_b == cache_b) return #else if(old_r == cache_r && old_g == cache_g && old_b == cache_b) return #endif var/datum/lighting_object/lighting_object = master_NE?.lighting_object if (lighting_object && !lighting_object.needs_update) lighting_object.needs_update = TRUE SSlighting.objects_queue += lighting_object lighting_object = master_SE?.lighting_object if (lighting_object && !lighting_object.needs_update) lighting_object.needs_update = TRUE SSlighting.objects_queue += lighting_object lighting_object = master_SW?.lighting_object if (lighting_object && !lighting_object.needs_update) lighting_object.needs_update = TRUE SSlighting.objects_queue += lighting_object lighting_object = master_NW?.lighting_object if (lighting_object && !lighting_object.needs_update) lighting_object.needs_update = TRUE SSlighting.objects_queue += lighting_object self_destruct_if_idle() /datum/lighting_corner/dummy/New() return /datum/lighting_corner/Destroy(force) if (!force) return QDEL_HINT_LETMELIVE for (var/datum/light_source/light_source as anything in affecting) LAZYREMOVE(light_source.effect_str, src) affecting = null if (master_NE) master_NE.lighting_corner_SW = null master_NE.lighting_corners_initialised = FALSE if (master_SE) master_SE.lighting_corner_NW = null master_SE.lighting_corners_initialised = FALSE if (master_SW) master_SW.lighting_corner_NE = null master_SW.lighting_corners_initialised = FALSE if (master_NW) master_NW.lighting_corner_SE = null master_NW.lighting_corners_initialised = FALSE if (needs_update) SSlighting.corners_queue -= src return ..() /// Debug proc to aid in understanding how corners work /datum/lighting_corner/proc/display(max_lum) if(QDELETED(src)) return var/turf/draw_to = master_SW || master_NE || master_SE || master_NW var/mutable_appearance/display = mutable_appearance('icons/turf/debug.dmi', "corner_color", LIGHT_DEBUG_LAYER, draw_to, BALLOON_CHAT_PLANE) if(x > draw_to.x) display.pixel_w = 16 else display.pixel_w = -16 if(y > draw_to.y) display.pixel_z = 16 else display.pixel_z = -16 display.color = rgb(cache_r * 255, cache_g * 255, cache_b * 255) draw_to.add_overlay(display) /datum/lighting_corner/dummy/display() return /// Makes all lighting corners visible, debug to aid in understanding /proc/display_corners() var/list/corners = list() var/max_lum = 0 for(var/datum/lighting_corner/corner) // I am so sorry corners += corner max_lum = max(max_lum, corner.largest_color_luminosity) for(var/datum/lighting_corner/corner as anything in corners) corner.display(max_lum)