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Bubberstation/code/controllers/subsystem/lighting.dm
2015-02-24 16:48:06 -08:00

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var/datum/subsystem/lighting/SSlighting
#define MC_AVERAGE(average, current) (0.8*(average) + 0.2*(current))
#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha6.dmi'
#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
/datum/subsystem/lighting
name = "Lighting"
wait = 5
priority = 1
var/list/lighting_images = list() //replaces lighting_states (use lighting_images.len) ~carn
var/list/lights = list() //list of all datum/light_source
var/lights_workload = 0 //stats on the largest number of lights (max lights.len)
var/list/changed_turfs = list() //list of all turfs which need moving to a new lighting subarea
var/changed_turfs_workload = 0 //stats on the largest number of turfs changed (max changed_turfs.len)
/datum/subsystem/lighting/New()
NEW_SS_GLOBAL(SSlighting)
//cache lighting images
if(!lighting_images.len)
for(var/icon_state in icon_states(LIGHTING_ICON))
lighting_images += image(LIGHTING_ICON, null, icon_state, LIGHTING_LAYER)
return ..()
/datum/subsystem/lighting/stat_entry()
stat(name, "[round(cost,0.001)]ds (CPU:[round(cpu,1)]%) L:[round(lights_workload,1)]/T:[round(changed_turfs_workload,1)]")
//Workhorse of lighting. It cycles through each light to see which ones need their effects updating. It updates their
//effects and then processes every turf in the queue, moving the turfs to the corresponing lighting sub-area.
//All queue lists prune themselves, which will cause lights with no luminosity to be garbage collected (cheaper and safer
//than deleting them).
//By using queues we are ensuring we don't perform more updates than are necessary
/datum/subsystem/lighting/fire()
lights_workload = MC_AVERAGE(lights_workload, lights.len)
var/i=1
for(var/thing in lights)
if(thing && !thing:check()) //yes, cry that I'm using the : operator, it's much faster looping like this. And this gets called a lot. Dealwithit.
++i
continue
lights.Cut(i, i+1)
changed_turfs_workload = MC_AVERAGE(changed_turfs_workload, changed_turfs.len)
for(var/thing in changed_turfs)
if(thing && thing:lighting_changed)
thing:shift_to_subarea()
changed_turfs.Cut()
//same as above except it attempts to shift ALL turfs in the world regardless of lighting_changed status
//Does not loop. Should be run prior to process() being called for the first time.
//Note: if we get additional z-levels at runtime (e.g. if the gateway thin ever gets finished) we can initialize specific
//z-levels with the z_level argument
/datum/subsystem/lighting/Initialize(timeofday, z_level)
var/i=1
for(var/thing in lights)
if(thing && !thing:check())
++i
continue
lights.Cut(i, i+1)
var/z_start = 1
var/z_finish = world.maxz
if(1 <= z_level && z_level <= world.maxz)
z_level = round(z_level)
z_start = z_level
z_finish = z_level
for(var/z=z_start, z<=z_finish, ++z)
for(var/x=1, x<=world.maxx, ++x)
for(var/y=1, y<=world.maxy, ++y)
var/turf/T = locate(x,y,z)
if(T)
T.shift_to_subarea()
if(z_level)
//we need to loop through to clear only shifted turfs from the list. or we will cause errors
i=1
for(var/thing in changed_turfs)
if(thing && thing:z < z_start && z_finish < thing:z)
++i
continue
changed_turfs.Cut(i, i+1)
else
changed_turfs.Cut()
if(config.starlight)
set background = 1
for(var/turf/space/S in world)
S.update_starlight()
..()
//Used to strip valid information from an existing instance and transfer it to the replacement. i.e. when a crash occurs
//It works by using spawn(-1) to transfer the data, if there is a runtime the data does not get transfered but the loop
//does not crash
/datum/subsystem/lighting/Recover()
if(!istype(SSlighting.changed_turfs))
SSlighting.changed_turfs = list()
if(!istype(SSlighting.lights))
SSlighting.lights = list()
if(istype(SSlighting.lighting_images))
lighting_images = SSlighting.lighting_images
for(var/datum/light_source/L in SSlighting.lights)
spawn(-1) //so we don't crash the loop (inefficient)
L.check()
lights += L //If we didn't runtime then this will get transferred over
for(var/turf/T in changed_turfs)
if(T.lighting_changed)
spawn(-1)
T.shift_to_subarea()
var/msg = "## DEBUG: [time2text(world.timeofday)] [name] subsystem restarted. Reports:\n"
for(var/varname in SSlighting.vars)
switch(varname)
if("tag","bestF","type","parent_type","vars") continue
else
var/varval1 = SSlighting.vars[varname]
var/varval2 = vars[varname]
if(istype(varval1,/list))
varval1 = "/list([length(varval1)])"
varval2 = "/list([length(varval2)])"
msg += "\t [varname] = [varval1] -> [varval2]\n"
world.log << msg
#undef LIGHTING_ICON
#undef LIGHTING_LAYER