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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request [cleans up poor namespacing on light debugging tools](93cc9070d5) [Implements a pathfinding visualization tool](ed91f69ac4) It holds a set of inputs from the client, and uses them to generate and display paths from source/target. Left click sets the source, right click sets the target. Pathmap support too, if no target is set we display the paths from every turf in the map to the source, if one is set we build a path TO it from the source. I had to add COMSIG_MOB_CLICKON to observers to make this work (tho idk why it didn't exist already), I also removed the everpresent colorblind datum from admin datums, only needs to exist if they're using it. [Adds a mutable_appearance helper that dirlocks them, wallening port which I thought might be useful here, and will likely be useful elsewhere in future](87f752e7c3) [Fixes an infinite loop in pathmaps if we tried to pull a cached path to an unreachable target, && not || 4head](10086a655d) [Fixes JPS not dealing with border objects properly. They violate some of the assumptions JPS makes, so we need to backfill them with checks. These basically read as (if the thing that should normally take this path can't reach this turf, can we?)](f56cc4dd43) ## Why It's Good For The Game Maybe deals with #80619? Adds more robust testing tools for pathfinding, should allow people to better understand/debug these systems. I added this with the idea of adding multiz support but I don't have the time for that rn. JPS will work around thindows better, that's nice. https://file.house/IrBiR0bGxoKw1jJJoxgMRQ==.mp4 ## Changelog 🆑 fix: Fixed our pathfinding logic getting deeply confused by border objects admin: Added clientside displayed pathfinding debug tools, give em a go /🆑
561 lines
22 KiB
Plaintext
561 lines
22 KiB
Plaintext
/// Cached global list of generated lighting sheets. See: datum/light_source/proc/get_sheet()
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GLOBAL_LIST_EMPTY(lighting_sheets)
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// This is where the fun begins.
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// These are the main datums that emit light.
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/datum/light_source
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///The atom we're emitting light from (for example a mob if we're from a flashlight that's being held).
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var/atom/top_atom
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///The atom that we belong to.
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var/atom/source_atom
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///The turf under the source atom.
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var/turf/source_turf
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/// How much to x shift our light by when displaying it
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var/offset_x = 0
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/// How much to y shift our light by when displaying it
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var/offset_y = 0
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/// How much larger our light sheet should be, based off offset_x and y
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/// We clamp to at least 1, so if offset_x is 0.1, then this'll be 1
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var/visual_offset
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///Intensity of the emitter light.
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var/light_power
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/// The range of the emitted light.
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var/light_range
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/// The colour of the light, string, decomposed by parse_light_color()
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var/light_color
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/// The height of the light. The larger this is, the dimmer we'll start
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var/light_height
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// Variables for keeping track of the colour.
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var/lum_r
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var/lum_g
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var/lum_b
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/// What direction our angled light is pointed
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var/light_dir = NONE
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/// How many degrees of a circle should our light show. 360 is all of it, 180 is half, etc
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var/light_angle = 360
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// The lumcount values used to apply the light.
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var/tmp/applied_lum_r
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var/tmp/applied_lum_g
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var/tmp/applied_lum_b
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/// List used to store how much we're affecting corners.
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var/list/datum/lighting_corner/effect_str
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/// Whether we have applied our light yet or not.
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var/applied = FALSE
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/// whether we are to be added to SSlighting's sources_queue list for an update
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var/needs_update = LIGHTING_NO_UPDATE
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/datum/light_source/New(atom/owner, atom/top)
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source_atom = owner // Set our new owner.
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add_to_light_sources(source_atom)
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top_atom = top
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if (top_atom != source_atom)
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add_to_light_sources(top_atom)
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source_turf = top_atom
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light_power = source_atom.light_power
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light_range = source_atom.light_range
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light_color = source_atom.light_color
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PARSE_LIGHT_COLOR(src)
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update()
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if(GLOB.light_debug_enabled)
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source_atom.debug_lights()
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/datum/light_source/Destroy(force)
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remove_lum()
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if (source_atom)
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remove_from_light_sources(source_atom)
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if (top_atom)
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remove_from_light_sources(top_atom)
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if (needs_update)
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SSlighting.sources_queue -= src
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SSlighting.current_sources -= src
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top_atom = null
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source_atom = null
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source_turf = null
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return ..()
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///add this light source to new_atom_host's light_sources list. updating movement registrations as needed
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/datum/light_source/proc/add_to_light_sources(atom/new_atom_host)
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if(QDELETED(new_atom_host))
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return FALSE
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LAZYADD(new_atom_host.light_sources, src)
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//yes, we register the signal to the top atom too, this is intentional and ensures contained lighting updates properly
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if(ismovable(new_atom_host))
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RegisterSignal(new_atom_host, COMSIG_MOVABLE_MOVED, PROC_REF(update_host_lights))
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RegisterSignal(new_atom_host, COMSIG_TURF_NO_LONGER_BLOCK_LIGHT, PROC_REF(force_update))
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return TRUE
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///remove this light source from old_atom_host's light_sources list, unsetting movement registrations
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/datum/light_source/proc/remove_from_light_sources(atom/old_atom_host)
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if(QDELETED(old_atom_host))
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return FALSE
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LAZYREMOVE(old_atom_host.light_sources, src)
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if(ismovable(old_atom_host))
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UnregisterSignal(old_atom_host, COMSIG_MOVABLE_MOVED)
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UnregisterSignal(old_atom_host, COMSIG_TURF_NO_LONGER_BLOCK_LIGHT)
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return TRUE
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// Yes this doesn't align correctly on anything other than 4 width tabs.
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// If you want it to go switch everybody to elastic tab stops.
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// Actually that'd be great if you could!
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#define EFFECT_UPDATE(level) \
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if (needs_update == LIGHTING_NO_UPDATE) { \
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SSlighting.sources_queue += src; \
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} \
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if (needs_update < level) { \
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needs_update = level; \
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}
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///signal handler for when our host atom moves and we need to update our effects
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/datum/light_source/proc/update_host_lights(atom/movable/host)
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SIGNAL_HANDLER
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if(QDELETED(host))
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return
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// If the host is our owner, we want to call their update so they can decide who the top atom should be
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if(host == source_atom)
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host.update_light()
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return
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// Otherwise, our top atom just moved, so we trigger a normal rebuild
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EFFECT_UPDATE(LIGHTING_CHECK_UPDATE)
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/// This proc will cause the light source to update the top atom, and add itself to the update queue.
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/datum/light_source/proc/update(atom/new_top_atom)
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// This top atom is different.
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if (new_top_atom && new_top_atom != top_atom)
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if(top_atom != source_atom && top_atom.light_sources) // Remove ourselves from the light sources of that top atom.
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remove_from_light_sources(top_atom)
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top_atom = new_top_atom
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if (top_atom != source_atom)
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add_to_light_sources(top_atom)
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EFFECT_UPDATE(LIGHTING_CHECK_UPDATE)
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// Will force an update without checking if it's actually needed.
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/datum/light_source/proc/force_update()
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EFFECT_UPDATE(LIGHTING_FORCE_UPDATE)
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// Will cause the light source to recalculate turfs that were removed or added to visibility only.
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/datum/light_source/proc/vis_update()
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EFFECT_UPDATE(LIGHTING_VIS_UPDATE)
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// This exists so we can cache the vars used in this macro, and save MASSIVE time :)
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// Most of this is saving off datum var accesses, tho some of it does actually cache computation
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// You will NEED to call this before you call APPLY_CORNER
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#define SETUP_CORNERS_CACHE(lighting_source) \
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var/_turf_x = lighting_source.source_turf.x; \
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var/_turf_y = lighting_source.source_turf.y; \
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var/_turf_z = lighting_source.source_turf.z; \
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var/list/_sheet = get_sheet(); \
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var/list/_multiz_sheet = list(); \
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if(!!GET_LOWEST_STACK_OFFSET(source_turf.z)) { \
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_multiz_sheet = get_sheet(multiz = TRUE); \
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} \
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var/_range_offset = CEILING(lighting_source.light_range, 1) + 0.5 + 1 + lighting_source.visual_offset; \
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var/_multiz_offset = SSmapping.max_plane_offset + 1; \
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var/_light_power = lighting_source.light_power; \
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var/_applied_lum_r = lighting_source.applied_lum_r; \
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var/_applied_lum_g = lighting_source.applied_lum_g; \
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var/_applied_lum_b = lighting_source.applied_lum_b; \
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var/_lum_r = lighting_source.lum_r; \
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var/_lum_g = lighting_source.lum_g; \
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var/_lum_b = lighting_source.lum_b;
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#define SETUP_CORNERS_REMOVAL_CACHE(lighting_source) \
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var/_applied_lum_r = lighting_source.applied_lum_r; \
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var/_applied_lum_g = lighting_source.applied_lum_g; \
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var/_applied_lum_b = lighting_source.applied_lum_b;
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// Read out of our sources light sheet, a map of offsets -> the luminosity to use
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#define LUM_FALLOFF(C) _sheet[C.x - _turf_x + _range_offset][C.y - _turf_y + _range_offset]
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#define LUM_FALLOFF_MULTIZ(C) _multiz_sheet[C.z - _turf_z + _multiz_offset][C.x - _turf_x + _range_offset][C.y - _turf_y + _range_offset]
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// Macro that applies light to a new corner.
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// It is a macro in the interest of speed, yet not having to copy paste it.
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// If you're wondering what's with the backslashes, the backslashes cause BYOND to not automatically end the line.
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// As such this all gets counted as a single line.
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// The braces and semicolons are there to be able to do this on a single line.
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#define APPLY_CORNER(C) \
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if(C.z == _turf_z) { \
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. = LUM_FALLOFF(C); \
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} \
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else { \
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. = LUM_FALLOFF_MULTIZ(C) \
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} \
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. *= _light_power; \
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var/OLD = effect_str[C]; \
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\
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C.update_lumcount \
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( \
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(. * _lum_r) - (OLD * _applied_lum_r), \
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(. * _lum_g) - (OLD * _applied_lum_g), \
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(. * _lum_b) - (OLD * _applied_lum_b) \
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);
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#define REMOVE_CORNER(C) \
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. = -effect_str[C]; \
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C.update_lumcount \
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( \
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. * _applied_lum_r, \
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. * _applied_lum_g, \
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. * _applied_lum_b \
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);
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/// Returns a list of lists, indexed with ints, that can be read to get the lighting multiplier at any one point
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/// If the requested sheet is multiz, this will be 3 lists deep, first handling z level then x and y
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/// otherwise it's just two, x then y
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/datum/light_source/proc/get_sheet(multiz = FALSE)
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var/range = max(1, light_range);
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var/key = "[range]-[visual_offset]-[offset_x]-[offset_y]-[light_dir]-[light_angle]-[light_height]-[multiz]"
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var/list/hand_back = GLOB.lighting_sheets[key]
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if(!hand_back)
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if(multiz)
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hand_back = generate_sheet_multiz(range, visual_offset, offset_x, offset_y, light_dir, light_angle, light_height)
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else
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hand_back = generate_sheet(range, visual_offset, offset_x, offset_y, light_dir, light_angle, light_height)
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GLOB.lighting_sheets[key] = hand_back
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return hand_back
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/// Returns a list of lists that encodes the light falloff of our source
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/// Takes anything that impacts our generation as input
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/// This function should be "pure", no side effects or reads from the source object
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/datum/light_source/proc/generate_sheet(range, visual_offset, x_offset, y_offset, center_dir, angle, height, z_level = 0)
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var/list/encode = list()
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// How far away the turfs we get are, and how many there are are often not the same calculation
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// So we need to include the visual offset, so we can ensure our sheet is large enough to accept all the distance differences
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var/bound_range = CEILING(range, 1) + visual_offset
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// Corners are placed at 0.5 offsets
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// We need our coords to reflect that (though x_offsets that change the basis for how things are calculated are fine too)
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for(var/x in (-(bound_range) + x_offset - 0.5) to (bound_range + x_offset + 0.5))
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var/list/row = list()
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for(var/y in (-(bound_range) + y_offset - 0.5) to (bound_range + y_offset + 0.5))
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row += falloff_at_coord(x, y, z_level, range, center_dir, angle, height)
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encode += list(row)
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return encode
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/// Returns a THREE dimensional list of lists that encodes the lighting falloff of our source
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/// Takes anything that impacts our generation as input
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/// This function should be "pure", no side effects or reads from the passed object
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/datum/light_source/proc/generate_sheet_multiz(range, visual_offset, x_offset, y_offset, center_dir, angle, height)
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var/list/encode = list()
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var/z_range = SSmapping.max_plane_offset // Let's just be safe yeah?
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for(var/z in -z_range to z_range)
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var/list/sheet = generate_sheet(range, visual_offset, x_offset, y_offset, center_dir, angle, height, z)
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encode += list(sheet)
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return encode
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/// Takes x y and z offsets from the source as input, alongside our source's range
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/// Returns a value between 0 and 1, 0 being dark on that tile, 1 being fully lit
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/datum/light_source/proc/falloff_at_coord(x, y, z, range, center_dir, angle, height)
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var/range_divisor = max(1, range)
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// You may notice we use squares here even though there are three components
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// Because z diffs are so functionally small, cubes and cube roots are too aggressive
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// The larger the distance is, the less bright our light will be
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var/multiplier = 1 - CLAMP01(sqrt(x ** 2 + y ** 2 + z ** 2 + height) / range_divisor)
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if(angle >= 360 || angle <= 0)
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return multiplier
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// Turn our positional offset into an angle
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var/coord_angle = delta_to_angle(x, y)
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// Get the difference between the angle we want, and the angle we have
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var/center_angle = dir2angle(center_dir)
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var/angle_delta = abs(center_angle - coord_angle)
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// Now we have to normalize the angle delta to be between 0 and 180, instead of 0 and 360
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// This ensures removing say, 15 degrees removes it from both sides, rather then just one
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// Turns an unfurling fan into a pair of scissors
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if(angle_delta > 180)
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angle_delta = 180 - (angle_delta - 180)
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// We allow angle deltas to a certian amount, angle / 2
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// If we pass that, then it starts effecting the visuals
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// Oh and we'll scale it so 30 degrees is the "0" point, where things become fully dark
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// This could be variable, it just isn't yet yaknow?
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return max(multiplier * (1 - max(angle_delta - (angle / 2), 0) / 30), 0)
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/// Dumps the content of a lighting sheet to chat, for debugging
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/datum/light_source/proc/print_sheet()
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var/list/sheet = get_sheet()
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var/list/output = list()
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var/multiz_depth = 1
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// If we have a list 3 layers down we're multiz
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if(length(sheet[1][1]))
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multiz_depth = length(sheet)
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var/column_seperator = ""
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for(var/i in 1 to length(sheet))
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column_seperator += "----"
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output += column_seperator
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for(var/i in 1 to multiz_depth)
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for(var/list/column in sheet)
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var/list/print_column = list()
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for(var/row in column)
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print_column += round(row, 0.1)
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output += print_column.Join(", ")
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output += column_seperator
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to_chat(usr, "\n[output.Join("\n")]")
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/// Debug proc, for when lighting sheets fuck up
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/// Accepts the sheet (2 or 3 (multiz) dimensional list of lighting values at some offset)
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/// alongside x and y delta values and the sheet's "offset", which is the amount required to ensure everything indexes at 1
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/// Optionally, you can pass similar values for multiz stuff
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/proc/read_sheet(list/sheet, x, y, offset, z, z_offset)
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var/list/working = sheet
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var/offset_x = x + offset
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var/offset_y = y + offset
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var/offset_z = z + z_offset
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if(z)
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working = sheet[offset_z]
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var/list/line = working[offset_x]
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var/word = line[offset_y]
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return word
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/// This is the define used to calculate falloff.
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/datum/light_source/proc/remove_lum()
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SETUP_CORNERS_REMOVAL_CACHE(src)
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applied = FALSE
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for (var/datum/lighting_corner/corner as anything in effect_str)
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REMOVE_CORNER(corner)
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LAZYREMOVE(corner.affecting, src)
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effect_str = null
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/datum/light_source/proc/recalc_corner(datum/lighting_corner/corner)
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SETUP_CORNERS_CACHE(src)
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LAZYINITLIST(effect_str)
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if (effect_str[corner]) // Already have one.
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REMOVE_CORNER(corner)
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effect_str[corner] = 0
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APPLY_CORNER(corner)
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effect_str[corner] = .
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// Keep in mind. Lighting corners accept the bottom left (northwest) set of cords to them as input
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#define GENERATE_MISSING_CORNERS(gen_for) \
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if (!gen_for.lighting_corner_NE) { \
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gen_for.lighting_corner_NE = new /datum/lighting_corner(gen_for.x, gen_for.y, gen_for.z); \
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} \
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if (!gen_for.lighting_corner_SE) { \
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gen_for.lighting_corner_SE = new /datum/lighting_corner(gen_for.x, gen_for.y - 1, gen_for.z); \
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} \
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if (!gen_for.lighting_corner_SW) { \
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gen_for.lighting_corner_SW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y - 1, gen_for.z); \
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} \
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if (!gen_for.lighting_corner_NW) { \
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gen_for.lighting_corner_NW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y, gen_for.z); \
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} \
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gen_for.lighting_corners_initialised = TRUE;
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#define INSERT_CORNERS(insert_into, draw_from) \
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if (!draw_from.lighting_corners_initialised) { \
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GENERATE_MISSING_CORNERS(draw_from); \
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} \
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insert_into[draw_from.lighting_corner_NE] = 0; \
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insert_into[draw_from.lighting_corner_SE] = 0; \
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insert_into[draw_from.lighting_corner_SW] = 0; \
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insert_into[draw_from.lighting_corner_NW] = 0;
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/// Refreshes our lighting source to match its parent atom
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/// Returns TRUE if an update is needed, FALSE otherwise
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/datum/light_source/proc/refresh_values()
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var/update = FALSE
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var/atom/source_atom = src.source_atom
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var/turf/old_source_turf = source_turf
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if (QDELETED(source_atom))
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qdel(src)
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return FALSE
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if (source_atom.light_power != light_power)
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light_power = source_atom.light_power
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update = TRUE
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if (source_atom.light_range != light_range)
|
|
light_range = source_atom.light_range
|
|
update = TRUE
|
|
|
|
if (!top_atom)
|
|
top_atom = source_atom
|
|
update = TRUE
|
|
|
|
if (!light_range || !light_power)
|
|
qdel(src)
|
|
return FALSE
|
|
|
|
var/atom/visual_source = source_atom
|
|
if(isturf(top_atom))
|
|
visual_source = source_atom
|
|
if(source_turf != top_atom)
|
|
source_turf = top_atom
|
|
update = TRUE
|
|
else
|
|
visual_source = top_atom
|
|
if(top_atom.loc != source_turf)
|
|
source_turf = top_atom.loc
|
|
update = TRUE
|
|
|
|
if (!isturf(source_turf))
|
|
if (applied)
|
|
remove_lum()
|
|
return FALSE
|
|
|
|
if (light_range && light_power && !applied)
|
|
update = TRUE
|
|
|
|
if (source_atom.light_color != light_color)
|
|
light_color = source_atom.light_color
|
|
PARSE_LIGHT_COLOR(src)
|
|
update = TRUE
|
|
|
|
else if (applied_lum_r != lum_r || applied_lum_g != lum_g || applied_lum_b != lum_b)
|
|
update = TRUE
|
|
|
|
if(source_atom.light_dir != light_dir)
|
|
light_dir = source_atom.light_dir
|
|
update = TRUE
|
|
|
|
if (source_atom.light_angle != light_angle)
|
|
light_angle = source_atom.light_angle
|
|
update = TRUE
|
|
|
|
if(source_atom.light_height != light_height)
|
|
light_height = source_atom.light_height
|
|
update = TRUE
|
|
|
|
var/list/visual_offsets = calculate_light_offset(visual_source)
|
|
if(visual_offsets[1] != offset_x || visual_offsets[2] != offset_y || source_turf != old_source_turf)
|
|
offset_x = visual_offsets[1]
|
|
offset_y = visual_offsets[2]
|
|
visual_offset = max(CEILING(abs(offset_x), 1), CEILING(abs(offset_y), 1))
|
|
update = TRUE
|
|
|
|
// If we need to update, well, update
|
|
if (update)
|
|
needs_update = LIGHTING_CHECK_UPDATE
|
|
applied = TRUE
|
|
return TRUE
|
|
|
|
// Otherwise, go off the needs_update var. If it requires an update provide one, otherwise we're kosher
|
|
if (needs_update == LIGHTING_CHECK_UPDATE)
|
|
return FALSE //nothing's changed
|
|
return TRUE
|
|
|
|
/// Returns a list of lighting corners this source impacts
|
|
/datum/light_source/proc/impacted_corners()
|
|
var/list/datum/lighting_corner/corners = list()
|
|
if (!source_turf)
|
|
return list()
|
|
|
|
var/oldlum = source_turf.luminosity
|
|
var/working_range = CEILING(light_range + visual_offset, 1)
|
|
source_turf.luminosity = working_range
|
|
|
|
var/uses_multiz = !!GET_LOWEST_STACK_OFFSET(source_turf.z)
|
|
|
|
if(!uses_multiz) // Yes I know this could be acomplished with an if in the for loop, but it's fukin lighting code man
|
|
for(var/turf/T in view(working_range, source_turf))
|
|
if(IS_OPAQUE_TURF(T))
|
|
continue
|
|
INSERT_CORNERS(corners, T)
|
|
source_turf.luminosity = oldlum
|
|
return corners
|
|
|
|
for(var/turf/T in view(working_range, source_turf))
|
|
if(IS_OPAQUE_TURF(T))
|
|
continue
|
|
INSERT_CORNERS(corners, T)
|
|
|
|
var/turf/below = GET_TURF_BELOW(T)
|
|
var/turf/previous = T
|
|
while(below)
|
|
// If we find a non transparent previous, end
|
|
if(!istransparentturf(previous))
|
|
break
|
|
if(IS_OPAQUE_TURF(below))
|
|
// If we're opaque but the tile above us is transparent, then we should be counted as part of the potential "space"
|
|
// Of this corner
|
|
break
|
|
// Now we do lighting things to it
|
|
INSERT_CORNERS(corners, below)
|
|
// ANNND then we add the one below it
|
|
previous = below
|
|
below = GET_TURF_BELOW(below)
|
|
|
|
var/turf/above = GET_TURF_ABOVE(T)
|
|
while(above)
|
|
// If we find a non transparent turf, end
|
|
if(!istransparentturf(above) || IS_OPAQUE_TURF(above))
|
|
break
|
|
INSERT_CORNERS(corners, above)
|
|
above = GET_TURF_ABOVE(above)
|
|
|
|
source_turf.luminosity = oldlum
|
|
return corners
|
|
|
|
/datum/light_source/proc/update_corners()
|
|
if(!refresh_values())
|
|
return
|
|
|
|
var/list/datum/lighting_corner/corners = impacted_corners()
|
|
SETUP_CORNERS_CACHE(src)
|
|
|
|
var/list/datum/lighting_corner/new_corners = (corners - src.effect_str)
|
|
LAZYINITLIST(src.effect_str)
|
|
for (var/datum/lighting_corner/corner as anything in new_corners)
|
|
APPLY_CORNER(corner)
|
|
if (. != 0)
|
|
LAZYADD(corner.affecting, src)
|
|
effect_str[corner] = .
|
|
// New corners are a subset of corners. so if they're both the same length, there are NO old corners!
|
|
if(needs_update != LIGHTING_VIS_UPDATE && length(corners) != length(new_corners))
|
|
for (var/datum/lighting_corner/corner as anything in corners - new_corners) // Existing corners
|
|
APPLY_CORNER(corner)
|
|
if (. != 0)
|
|
effect_str[corner] = .
|
|
else
|
|
LAZYREMOVE(corner.affecting, src)
|
|
effect_str -= corner
|
|
|
|
var/list/datum/lighting_corner/gone_corners = effect_str - corners
|
|
for (var/datum/lighting_corner/corner as anything in gone_corners)
|
|
REMOVE_CORNER(corner)
|
|
LAZYREMOVE(corner.affecting, src)
|
|
effect_str -= gone_corners
|
|
|
|
applied_lum_r = lum_r
|
|
applied_lum_g = lum_g
|
|
applied_lum_b = lum_b
|
|
|
|
UNSETEMPTY(src.effect_str)
|
|
|
|
#undef APPLY_CORNER
|
|
#undef EFFECT_UPDATE
|
|
#undef GENERATE_MISSING_CORNERS
|
|
#undef INSERT_CORNERS
|
|
#undef LUM_FALLOFF
|
|
#undef LUM_FALLOFF_MULTIZ
|
|
#undef REMOVE_CORNER
|
|
#undef SETUP_CORNERS_CACHE
|
|
#undef SETUP_CORNERS_REMOVAL_CACHE
|