/turf ///Lumcount added by sources other than lighting datum objects, such as the overlay lighting component. var/dynamic_lumcount = 0 var/dynamic_lighting = TRUE var/tmp/lighting_corners_initialised = FALSE var/tmp/outdoors_adjacent = FALSE ///Our lighting object. var/tmp/datum/lighting_object/lighting_object ///Lighting Corner datums. var/tmp/datum/lighting_corner/lighting_corner_NE var/tmp/datum/lighting_corner/lighting_corner_SE var/tmp/datum/lighting_corner/lighting_corner_SW var/tmp/datum/lighting_corner/lighting_corner_NW ///Which directions does this turf block the vision of, taking into account both the turf's opacity and the movable opacity_sources. var/directional_opacity = NONE ///Lazylist of movable atoms providing opacity sources. var/list/atom/movable/opacity_sources // Causes any affecting light sources to be queued for a visibility update, for example a door got opened. /turf/proc/reconsider_lights() lighting_corner_NE?.vis_update() lighting_corner_SE?.vis_update() lighting_corner_SW?.vis_update() lighting_corner_NW?.vis_update() /turf/proc/lighting_clear_overlay() if(lighting_object) qdel(lighting_object, force=TRUE) // Builds a lighting object for us, but only if our area is dynamic. /turf/proc/lighting_build_overlay() if(!has_dynamic_lighting()) return lighting_clear_overlay() new/datum/lighting_object(src) // Used to get a scaled lumcount. /turf/proc/get_lumcount(minlum = 0, maxlum = 1) if (!lighting_object) return 1 var/totallums = 0 var/datum/lighting_corner/L L = lighting_corner_NE if (L) totallums += L.lum_r + L.lum_b + L.lum_g L = lighting_corner_SE if (L) totallums += L.lum_r + L.lum_b + L.lum_g L = lighting_corner_SW if (L) totallums += L.lum_r + L.lum_b + L.lum_g L = lighting_corner_NW if (L) totallums += L.lum_r + L.lum_b + L.lum_g totallums /= 12 // 4 corners, each with 3 channels, get the average. totallums = (totallums - minlum) / (maxlum - minlum) totallums += dynamic_lumcount return CLAMP01(totallums) // Returns a boolean whether the turf is on soft lighting. // Soft lighting being the threshold at which point the overlay considers // itself as too dark to allow sight and see_in_dark becomes useful. // So basically if this returns true the tile is unlit black. /turf/proc/is_softly_lit() if (!lighting_object) return FALSE return !(luminosity || dynamic_lumcount) ///Proc to add movable sources of opacity on the turf and let it handle lighting code. /turf/proc/add_opacity_source(atom/movable/new_source) LAZYADD(opacity_sources, new_source) if(opacity) return recalculate_directional_opacity() ///Proc to remove movable sources of opacity on the turf and let it handle lighting code. /turf/proc/remove_opacity_source(atom/movable/old_source) LAZYREMOVE(opacity_sources, old_source) if(opacity) //Still opaque, no need to worry on updating. return recalculate_directional_opacity() ///Setter for the byond luminosity var /turf/proc/set_luminosity(new_luminosity, force) /*CHOMP Removal Begin if((is_outdoors() && !force) || outdoors_adjacent) if(check_for_sun()) //If another system handles our lighting, don't interfere return */ //CHOMP Removal End if(((is_outdoors() && !force) || outdoors_adjacent) && (z in fake_sunlight_zs)) //Special exception for fakesun lit tiles return luminosity = new_luminosity ///Checks planets and fake_suns to see if our turf should be handled by either /turf/proc/check_for_sun() if((SSplanets && SSplanets.z_to_planet.len >= z && SSplanets.z_to_planet[z]) || (z in fake_sunlight_zs)) return TRUE return FALSE ///Calculate on which directions this turfs block view. /turf/proc/recalculate_directional_opacity() . = directional_opacity if(opacity) directional_opacity = ALL_CARDINALS if(. != directional_opacity) reconsider_lights() return directional_opacity = NONE for(var/atom/movable/opacity_source as anything in opacity_sources) if(opacity_source && opacity_source.flags & ON_BORDER) directional_opacity |= opacity_source.dir else //If fulltile and opaque, then the whole tile blocks view, no need to continue checking. directional_opacity = ALL_CARDINALS break if(. != directional_opacity && (. == ALL_CARDINALS || directional_opacity == ALL_CARDINALS)) reconsider_lights() //The lighting system only cares whether the tile is fully concealed from all directions or not. /turf/proc/change_area(area/old_area, area/new_area) if(SSlighting.subsystem_initialized) if (new_area.dynamic_lighting != old_area.dynamic_lighting) if (new_area.dynamic_lighting) lighting_build_overlay() else lighting_clear_overlay() /turf/proc/has_dynamic_lighting() var/area/A = loc return (IS_DYNAMIC_LIGHTING(src) && IS_DYNAMIC_LIGHTING(A)) /turf/proc/generate_missing_corners() //CHOMPEdit Begin var/turf/n = get_step(src,NORTH) var/turf/s = get_step(src,SOUTH) var/turf/w = get_step(src,WEST) var/turf/e = get_step(src,EAST) if (!lighting_corner_NE) if(n && n.lighting_corner_SE) lighting_corner_NE = n.lighting_corner_SE else lighting_corner_NE = new/datum/lighting_corner(src, NORTH|EAST) if (!lighting_corner_SE) if(e && e.lighting_corner_SW) lighting_corner_SE = e.lighting_corner_SW else lighting_corner_SE = new/datum/lighting_corner(src, SOUTH|EAST) if (!lighting_corner_SW) if(s && s.lighting_corner_NW) lighting_corner_SW = s.lighting_corner_NW else lighting_corner_SW = new/datum/lighting_corner(src, SOUTH|WEST) if (!lighting_corner_NW) if(w && w.lighting_corner_NE) lighting_corner_NW = s.lighting_corner_NE else lighting_corner_NW = new/datum/lighting_corner(src, NORTH|WEST) //CHOMPEdit End lighting_corners_initialised = TRUE