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2025-08-08 15:33:44 -04:00

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SUBSYSTEM_DEF(lighting)
name = "Lighting"
dependencies = list(
/datum/controller/subsystem/atoms,
/datum/controller/subsystem/mapping,
)
wait = 2
flags = SS_TICKER
var/static/list/sources_queue = list() // List of lighting sources queued for update.
var/static/list/corners_queue = list() // List of lighting corners queued for update.
var/static/list/objects_queue = list() // List of lighting objects queued for update.
var/static/list/current_sources = list()
#ifdef VISUALIZE_LIGHT_UPDATES
var/allow_duped_values = FALSE
var/allow_duped_corners = FALSE
#endif
/datum/controller/subsystem/lighting/stat_entry(msg)
msg = "\n Sources:[length(sources_queue)]|Corners:[length(corners_queue)]|Objects:[length(objects_queue)]"
return ..()
/datum/controller/subsystem/lighting/Initialize()
if(!initialized)
create_all_lighting_objects()
initialized = TRUE
fire(FALSE, TRUE)
return SS_INIT_SUCCESS
/datum/controller/subsystem/lighting/proc/create_all_lighting_objects()
for(var/area/area as anything in GLOB.areas)
if(!area.static_lighting)
continue
for (var/list/zlevel_turfs as anything in area.get_zlevel_turf_lists())
for(var/turf/area_turf as anything in zlevel_turfs)
if(area_turf.space_lit)
continue
new /datum/lighting_object(area_turf)
CHECK_TICK
CHECK_TICK
/datum/controller/subsystem/lighting/fire(resumed, init_tick_checks)
MC_SPLIT_TICK_INIT(3)
if(!init_tick_checks)
MC_SPLIT_TICK
if(!resumed)
current_sources = sources_queue
sources_queue = list()
// UPDATE SOURCE QUEUE
var/i = 0
var/list/queue = current_sources
while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration
i += 1
var/datum/light_source/L = queue[i]
L.update_corners()
if(!QDELETED(L))
L.needs_update = LIGHTING_NO_UPDATE
else
i -= 1 // update_corners() has removed L from the list, move back so we don't overflow or skip the next element
// We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us
if(init_tick_checks)
if(!TICK_CHECK)
continue
queue.Cut(1, i + 1)
i = 0
stoplag()
else if(MC_TICK_CHECK)
break
if(i)
queue.Cut(1, i + 1)
i = 0
if(!init_tick_checks)
MC_SPLIT_TICK
// UPDATE CORNERS QUEUE
queue = corners_queue
while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration
i += 1
var/datum/lighting_corner/C = queue[i]
C.needs_update = FALSE //update_objects() can call qdel if the corner is storing no data
C.update_objects()
// We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us
if(init_tick_checks)
if(!TICK_CHECK)
continue
queue.Cut(1, i + 1)
i = 0
stoplag()
else if(MC_TICK_CHECK)
break
if(i)
queue.Cut(1, i+1)
i = 0
if(!init_tick_checks)
MC_SPLIT_TICK
// UPDATE OBJECTS QUEUE
queue = objects_queue
while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration
i += 1
var/datum/lighting_object/O = queue[i]
if(QDELETED(O))
continue
O.update()
O.needs_update = FALSE
// We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us
if(init_tick_checks)
if(!TICK_CHECK)
continue
queue.Cut(1, i + 1)
i = 0
stoplag()
else if(MC_TICK_CHECK)
break
if(i)
queue.Cut(1, i + 1)
/datum/controller/subsystem/lighting/Recover()
initialized = SSlighting.initialized
..()