// Causes any affecting light sources to be queued for a visibility update, for example a door got opened. /turf/proc/reconsider_lights() lighting_corner_NE?.vis_update() lighting_corner_SE?.vis_update() lighting_corner_SW?.vis_update() lighting_corner_NW?.vis_update() /turf/proc/lighting_clear_overlay() if (lighting_object) qdel(lighting_object, force=TRUE) // Builds a lighting object for us, but only if our area is dynamic. /turf/proc/lighting_build_overlay() if (lighting_object) qdel(lighting_object, force=TRUE) //Shitty fix for lighting objects persisting after death new/datum/lighting_object(src) // Used to get a scaled lumcount. /turf/proc/get_lumcount(minlum = 0, maxlum = 1) if (!lighting_object) return 1 var/totallums = 0 var/datum/lighting_corner/L L = lighting_corner_NE if (L) totallums += L.lum_r + L.lum_b + L.lum_g L = lighting_corner_SE if (L) totallums += L.lum_r + L.lum_b + L.lum_g L = lighting_corner_SW if (L) totallums += L.lum_r + L.lum_b + L.lum_g L = lighting_corner_NW if (L) totallums += L.lum_r + L.lum_b + L.lum_g totallums /= 12 // 4 corners, each with 3 channels, get the average. totallums = (totallums - minlum) / (maxlum - minlum) totallums += dynamic_lumcount return CLAMP01(totallums) // Returns a boolean whether the turf is on soft lighting. // Soft lighting being the threshold at which point the overlay considers // itself as too dark to allow sight and see_in_dark becomes useful. // So basically if this returns true the tile is unlit black. /turf/proc/is_softly_lit() if (!lighting_object) return FALSE return !(luminosity || dynamic_lumcount) ///Proc to add movable sources of opacity on the turf and let it handle lighting code. /turf/proc/add_opacity_source(atom/movable/new_source) LAZYADD(opacity_sources, new_source) if(opacity) return recalculate_directional_opacity() ///Proc to remove movable sources of opacity on the turf and let it handle lighting code. /turf/proc/remove_opacity_source(atom/movable/old_source) LAZYREMOVE(opacity_sources, old_source) if(opacity) //Still opaque, no need to worry on updating. return recalculate_directional_opacity() ///Calculate on which directions this turfs block view. /turf/proc/recalculate_directional_opacity() . = directional_opacity if(opacity) directional_opacity = ALL_CARDINALS if(. != directional_opacity) reconsider_lights() return directional_opacity = NONE for(var/atom/movable/opacity_source as anything in opacity_sources) if(opacity_source.flags_1 & ON_BORDER_1) directional_opacity |= opacity_source.dir else //If fulltile and opaque, then the whole tile blocks view, no need to continue checking. directional_opacity = ALL_CARDINALS break if(. != directional_opacity && (. == ALL_CARDINALS || directional_opacity == ALL_CARDINALS)) reconsider_lights() //The lighting system only cares whether the tile is fully concealed from all directions or not. /turf/proc/change_area(area/old_area, area/new_area) if(SSlighting.initialized) if (new_area.static_lighting != old_area.static_lighting) if (new_area.static_lighting) lighting_build_overlay() else lighting_clear_overlay() //Inherit overlay of new area if(old_area.lighting_effect) cut_overlay(old_area.lighting_effect) if(new_area.lighting_effect) add_overlay(new_area.lighting_effect) /turf/proc/generate_missing_corners() if (!lighting_corner_NE) lighting_corner_NE = new/datum/lighting_corner(src, NORTH|EAST) if (!lighting_corner_SE) lighting_corner_SE = new/datum/lighting_corner(src, SOUTH|EAST) if (!lighting_corner_SW) lighting_corner_SW = new/datum/lighting_corner(src, SOUTH|WEST) if (!lighting_corner_NW) lighting_corner_NW = new/datum/lighting_corner(src, NORTH|WEST) lighting_corners_initialised = TRUE