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## About The Pull Request closes #77789 edt: also closes #82600 Light sources stop emitting light if the tile in which the light source itself is located and all 4 adjacent tile block the light. This usually happens when a smoke grenade is thrown, or something went wrong in the chemistry again <details> <summary>Videos</summary> As it was before https://github.com/tgstation/tgstation/assets/112967882/44ff556b-d09f-4024-945e-c2c105f511a9 Now https://github.com/tgstation/tgstation/assets/112967882/9f9f8f43-47a9-47be-8499-99bab39fc166 </details> ## Why It's Good For The Game You wont need to switch the lights twice to make them work after someone threw smoke grenades into the hallways anymore ## Changelog 🆑 fix: Fixed lights stopping emitting light in some situations /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
122 lines
4.2 KiB
Plaintext
122 lines
4.2 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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lighting_corner_NE?.vis_update()
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lighting_corner_SE?.vis_update()
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lighting_corner_SW?.vis_update()
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lighting_corner_NW?.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, force=TRUE)
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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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new /datum/lighting_object(src)
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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/datum/lighting_corner/L
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L = lighting_corner_NE
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if (L)
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totallums += L.lum_r + L.lum_b + L.lum_g
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L = lighting_corner_SE
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if (L)
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totallums += L.lum_r + L.lum_b + L.lum_g
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L = lighting_corner_SW
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if (L)
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totallums += L.lum_r + L.lum_b + L.lum_g
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L = lighting_corner_NW
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if (L)
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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 !(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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if(opacity_sources)
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for(var/atom/movable/opacity_source as anything in opacity_sources)
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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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else
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for(var/atom/movable/content as anything in contents)
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SEND_SIGNAL(content, COMSIG_TURF_NO_LONGER_BLOCK_LIGHT)
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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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///Transfer the lighting of one area to another
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/turf/proc/transfer_area_lighting(area/old_area, area/new_area)
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if(SSlighting.initialized && !space_lit)
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if (new_area.static_lighting != old_area.static_lighting)
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if (new_area.static_lighting)
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lighting_build_overlay()
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else
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lighting_clear_overlay()
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// We will only run this logic on turfs off the prime z layer
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// Since on the prime z layer, we use an overlay on the area instead, to save time
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if(SSmapping.z_level_to_plane_offset[z])
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var/index = SSmapping.z_level_to_plane_offset[z] + 1
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//Inherit overlay of new area
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if(old_area.lighting_effects)
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cut_overlay(old_area.lighting_effects[index])
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if(new_area.lighting_effects)
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add_overlay(new_area.lighting_effects[index])
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// Manage removing/adding starlight overlays, we'll inherit from the area so we can drop it if the area has it already
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if(space_lit)
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if(!new_area.lighting_effects && old_area.lighting_effects)
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overlays += GLOB.starlight_overlays[GET_TURF_PLANE_OFFSET(src) + 1]
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else if (new_area.lighting_effects && !old_area.lighting_effects)
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overlays -= GLOB.starlight_overlays[GET_TURF_PLANE_OFFSET(src) + 1]
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