Files
Bubberstation/code/modules/lighting/lighting_object.dm
2023-06-11 09:22:27 -07:00

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/datum/lighting_object
///the underlay we are currently applying to our turf to apply light
var/mutable_appearance/current_underlay
///whether we are already in the SSlighting.objects_queue list
var/needs_update = FALSE
///the turf that our light is applied to
var/turf/affected_turf
// Global list of lighting underlays, indexed by z level
GLOBAL_LIST_EMPTY(default_lighting_underlays_by_z)
/datum/lighting_object/New(turf/source)
if(!isturf(source))
qdel(src, force=TRUE)
stack_trace("a lighting object was assigned to [source], a non turf! ")
return
. = ..()
current_underlay = new(GLOB.default_lighting_underlays_by_z[source.z])
affected_turf = source
if (affected_turf.lighting_object)
qdel(affected_turf.lighting_object, force = TRUE)
stack_trace("a lighting object was assigned to a turf that already had a lighting object!")
affected_turf.lighting_object = src
// Default to fullbright, so things can "see" if they use view() before we update
affected_turf.luminosity = 1
// This path is really hot. this is faster
// Really this should be a global var or something, but lets not think about that yes?
for(var/turf/open/space/space_tile in RANGE_TURFS(1, affected_turf))
space_tile.enable_starlight()
needs_update = TRUE
SSlighting.objects_queue += src
/datum/lighting_object/Destroy(force)
if (!force)
return QDEL_HINT_LETMELIVE
SSlighting.objects_queue -= src
if (isturf(affected_turf))
affected_turf.lighting_object = null
affected_turf.luminosity = 1
affected_turf.underlays -= current_underlay
affected_turf = null
return ..()
/datum/lighting_object/proc/update()
// To the future coder who sees this and thinks
// "Why didn't he just use a loop?"
// Well my man, it's because the loop performed like shit.
// And there's no way to improve it because
// without a loop you can make the list all at once which is the fastest you're gonna get.
// Oh it's also shorter line wise.
// Including with these comments.
var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
var/turf/affected_turf = src.affected_turf
#ifdef VISUALIZE_LIGHT_UPDATES
affected_turf.add_atom_colour(COLOR_BLUE_LIGHT, ADMIN_COLOUR_PRIORITY)
animate(affected_turf, 10, color = null)
addtimer(CALLBACK(affected_turf, TYPE_PROC_REF(/atom, remove_atom_colour), ADMIN_COLOUR_PRIORITY, COLOR_BLUE_LIGHT), 10, TIMER_UNIQUE|TIMER_OVERRIDE)
#endif
var/datum/lighting_corner/red_corner = affected_turf.lighting_corner_SW || dummy_lighting_corner
var/datum/lighting_corner/green_corner = affected_turf.lighting_corner_SE || dummy_lighting_corner
var/datum/lighting_corner/blue_corner = affected_turf.lighting_corner_NW || dummy_lighting_corner
var/datum/lighting_corner/alpha_corner = affected_turf.lighting_corner_NE || dummy_lighting_corner
var/max = max(red_corner.largest_color_luminosity, green_corner.largest_color_luminosity, blue_corner.largest_color_luminosity, alpha_corner.largest_color_luminosity)
#if LIGHTING_SOFT_THRESHOLD != 0
var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
#else
// Because of floating points™?, it won't even be a flat 0.
// This number is mostly arbitrary.
var/set_luminosity = max > 1e-6
#endif
var/mutable_appearance/current_underlay = src.current_underlay
affected_turf.underlays -= current_underlay
if(red_corner.cache_r & green_corner.cache_r & blue_corner.cache_r & alpha_corner.cache_r && \
(red_corner.cache_g + green_corner.cache_g + blue_corner.cache_g + alpha_corner.cache_g + \
red_corner.cache_b + green_corner.cache_b + blue_corner.cache_b + alpha_corner.cache_b == 8))
//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
current_underlay.icon_state = "lighting_transparent"
current_underlay.color = null
else if(!set_luminosity)
current_underlay.icon_state = "lighting_dark"
current_underlay.color = null
else
current_underlay.icon_state = null
current_underlay.color = list(
red_corner.cache_r, red_corner.cache_g, red_corner.cache_b, 00,
green_corner.cache_r, green_corner.cache_g, green_corner.cache_b, 00,
blue_corner.cache_r, blue_corner.cache_g, blue_corner.cache_b, 00,
alpha_corner.cache_r, alpha_corner.cache_g, alpha_corner.cache_b, 00,
00, 00, 00, 01
)
// Of note. Most of the cost in this proc is here, I think because color matrix'd underlays DO NOT cache well, which is what adding to underlays does
// We use underlays because objects on each tile would fuck with maptick. if that ever changes, use an object for this instead
affected_turf.underlays += current_underlay
affected_turf.luminosity = set_luminosity