/turf var/dynamic_lighting = TRUE // Does the turf use dynamic lighting? luminosity = 1 var/tmp/lighting_corners_initialised = FALSE var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf. var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay. var/tmp/list/datum/lighting_corner/corners var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile. // Causes any affecting light sources to be queued for a visibility update, for example a door got opened. /turf/proc/reconsider_lights() for(var/datum/light_source/L in affecting_lights) L.vis_update() /turf/proc/lighting_clear_overlay() if(lighting_overlay) qdel(lighting_overlay, force = TRUE) for(var/datum/lighting_corner/C in corners) C.update_active() // Builds a lighting overlay for us, but only if our area is dynamic. /turf/proc/lighting_build_overlay() if(lighting_overlay) return var/area/A = loc if(A.dynamic_lighting) if(!lighting_corners_initialised) generate_missing_corners() new /atom/movable/lighting_overlay(src) for(var/datum/lighting_corner/C in corners) if(!C.active) // We would activate the corner, calculate the lighting for it. for(var/L in C.affecting) var/datum/light_source/S = L S.recalc_corner(C) C.active = TRUE // Used to get a scaled lumcount. /turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1) if(!lighting_overlay) return 1 var/totallums = 0 for(var/datum/lighting_corner/L in corners) totallums += max(L.lum_r, L.lum_g, L.lum_b) totallums /= 4 // 4 corners, max channel selected, return the average totallums =(totallums - minlum) /(maxlum - minlum) return CLAMP01(totallums) // Can't think of a good name, this proc will recalculate the has_opaque_atom variable. /turf/proc/recalc_atom_opacity() has_opaque_atom = FALSE for(var/atom/A in src.contents + src) // Loop through every movable atom on our tile PLUS ourselves (we matter too...) if(A.opacity) has_opaque_atom = TRUE // If an opaque movable atom moves around we need to potentially update visibility. /turf/Entered(var/atom/movable/Obj, var/atom/OldLoc) . = ..() if(Obj && Obj.opacity) has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case. reconsider_lights() /turf/Exited(var/atom/movable/Obj, var/atom/newloc) . = ..() if(Obj && Obj.opacity) recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates. reconsider_lights() /turf/proc/get_corners() if(has_opaque_atom) return null // Since this proc gets used in a for loop, null won't be looped though. return corners /turf/proc/generate_missing_corners() lighting_corners_initialised = TRUE if(!corners) corners = list(null, null, null, null) for(var/i = 1 to 4) if(corners[i]) // Already have a corner on this direction. continue corners[i] = new /datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])