// Causes any affecting light sources to be queued for a visibility update, for example a door got opened. /turf/proc/reconsider_lights() var/datum/light_source/L var/thing for (thing in affecting_lights) L = thing L.vis_update() /turf/proc/lighting_clear_overlay() if (lighting_object) qdel(lighting_object, TRUE) var/datum/lighting_corner/C var/thing for (thing in corners) if(!thing) continue C = thing C.update_active() // 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 var/area/A = loc if (!IS_DYNAMIC_LIGHTING(A) && !light_sources) return if (!lighting_corners_initialised) generate_missing_corners() new/atom/movable/lighting_object(src) var/thing var/datum/lighting_corner/C var/datum/light_source/S for (thing in corners) if(!thing) continue C = thing if (!C.active) // We would activate the corner, calculate the lighting for it. for (thing in C.affecting) S = thing S.recalc_corner(C) C.active = TRUE // Used to get a scaled lumcount. /turf/proc/get_lumcount(minlum = 0, maxlum = 1) if (!lighting_object) return 1 var/totallums = 0 var/thing var/datum/lighting_corner/L for (thing in corners) if(!thing) continue L = thing 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 !(lighting_object.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/am in opacity_sources) var/atom/movable/opacity_source = am 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.dynamic_lighting != old_area.dynamic_lighting) if (new_area.dynamic_lighting) lighting_build_overlay() else lighting_clear_overlay() /turf/proc/generate_missing_corners() if (!IS_DYNAMIC_LIGHTING(src) && !light_sources) return 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, GLOB.LIGHTING_CORNER_DIAGONAL[i])