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This fixes an issue with visible messages being hidden, despite being on lit looking turfs
137 lines
3.8 KiB
Plaintext
137 lines
3.8 KiB
Plaintext
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
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/turf/proc/reconsider_lights()
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var/datum/light_source/L
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var/thing
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for (thing in affecting_lights)
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L = thing
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L.vis_update()
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/turf/proc/lighting_clear_overlay()
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if (lighting_object)
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qdel(lighting_object, TRUE)
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var/datum/lighting_corner/C
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var/thing
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for (thing in corners)
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if(!thing)
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continue
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C = thing
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C.update_active()
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// Builds a lighting object for us, but only if our area is dynamic.
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/turf/proc/lighting_build_overlay()
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if (lighting_object)
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qdel(lighting_object,force=TRUE) //Shitty fix for lighting objects persisting after death
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var/area/A = loc
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if (!IS_DYNAMIC_LIGHTING(A) && !light_sources)
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return
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if (!lighting_corners_initialised)
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generate_missing_corners()
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new/atom/movable/lighting_object(src)
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var/thing
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var/datum/lighting_corner/C
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var/datum/light_source/S
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for (thing in corners)
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if(!thing)
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continue
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C = thing
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if (!C.active) // We would activate the corner, calculate the lighting for it.
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for (thing in C.affecting)
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S = thing
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S.recalc_corner(C)
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C.active = TRUE
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// Used to get a scaled lumcount.
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/turf/proc/get_lumcount(minlum = 0, maxlum = 1)
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if (!lighting_object)
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return 1
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var/totallums = 0
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var/thing
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var/datum/lighting_corner/L
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for (thing in corners)
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if(!thing)
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continue
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L = thing
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totallums += L.lum_r + L.lum_b + L.lum_g
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totallums /= 12 // 4 corners, each with 3 channels, get the average.
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totallums = (totallums - minlum) / (maxlum - minlum)
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totallums += dynamic_lumcount
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return CLAMP01(totallums)
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// Returns a boolean whether the turf is on soft lighting.
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// Soft lighting being the threshold at which point the overlay considers
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// itself as too dark to allow sight and see_in_dark becomes useful.
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// So basically if this returns true the tile is unlit black.
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/turf/proc/is_softly_lit()
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if (!lighting_object)
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return FALSE
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return !(lighting_object.luminosity || dynamic_lumcount)
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///Proc to add movable sources of opacity on the turf and let it handle lighting code.
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/turf/proc/add_opacity_source(atom/movable/new_source)
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LAZYADD(opacity_sources, new_source)
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if(opacity)
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return
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recalculate_directional_opacity()
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///Proc to remove movable sources of opacity on the turf and let it handle lighting code.
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/turf/proc/remove_opacity_source(atom/movable/old_source)
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LAZYREMOVE(opacity_sources, old_source)
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if(opacity) //Still opaque, no need to worry on updating.
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return
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recalculate_directional_opacity()
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///Calculate on which directions this turfs block view.
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/turf/proc/recalculate_directional_opacity()
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. = directional_opacity
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if(opacity)
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directional_opacity = ALL_CARDINALS
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if(. != directional_opacity)
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reconsider_lights()
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return
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directional_opacity = NONE
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for(var/am in opacity_sources)
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var/atom/movable/opacity_source = am
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if(opacity_source.flags_1 & ON_BORDER_1)
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directional_opacity |= opacity_source.dir
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else //If fulltile and opaque, then the whole tile blocks view, no need to continue checking.
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directional_opacity = ALL_CARDINALS
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break
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if(. != directional_opacity && (. == ALL_CARDINALS || directional_opacity == ALL_CARDINALS))
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reconsider_lights() //The lighting system only cares whether the tile is fully concealed from all directions or not.
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/turf/proc/change_area(area/old_area, area/new_area)
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if(SSlighting.initialized)
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if (new_area.dynamic_lighting != old_area.dynamic_lighting)
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if (new_area.dynamic_lighting)
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lighting_build_overlay()
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else
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lighting_clear_overlay()
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/turf/proc/generate_missing_corners()
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if (!IS_DYNAMIC_LIGHTING(src) && !light_sources)
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return
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lighting_corners_initialised = TRUE
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if (!corners)
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corners = list(null, null, null, null)
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for (var/i = 1 to 4)
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if (corners[i]) // Already have a corner on this direction.
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continue
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corners[i] = new/datum/lighting_corner(src, GLOB.LIGHTING_CORNER_DIAGONAL[i])
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