/datum/lighting_object ///the underlay we are currently applying to our turf to apply light var/mutable_appearance/current_underlay ///whether we are already in the SSlighting.objects_queue list var/needs_update = FALSE var/sunlight_only = FALSE ///the turf that our light is applied to var/turf/affected_turf /datum/lighting_object/New(turf/source) if(!SSlighting.subsystem_initialized) stack_trace("lighting_object created before SSlighting up!") return if(!isturf(source)) qdel(src, force=TRUE) stack_trace("a lighting object was assigned to [source], a non turf! ") return . = ..() current_underlay = mutable_appearance(LIGHTING_ICON, "transparent", source.z, PLANE_LIGHTING, 255, RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM) affected_turf = source if (affected_turf.lighting_object) qdel(affected_turf.lighting_object, force = TRUE) stack_trace("a lighting object was assigned to a turf that already had a lighting object!") affected_turf.lighting_object = src affected_turf.set_luminosity(0) if(CONFIG_GET(flag/starlight)) for(var/turf/space/space_tile in RANGE_TURFS(1, affected_turf)) space_tile.update_starlight() needs_update = TRUE SSlighting.objects_queue += src /datum/lighting_object/Destroy(force) if (!force) return QDEL_HINT_LETMELIVE SSlighting.objects_queue -= src if (isturf(affected_turf)) affected_turf.lighting_object = null affected_turf.set_luminosity(1) affected_turf.underlays -= current_underlay affected_turf = null return ..() /datum/lighting_object/proc/update() if(sunlight_only) return // To the future coder who sees this and thinks // "Why didn't he just use a loop?" // Well my man, it's because the loop performed like shit. // And there's no way to improve it because // without a loop you can make the list all at once which is the fastest you're gonna get. // Oh it's also shorter line wise. // Including with these comments. var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new var/turf/affected_turf = src.affected_turf var/datum/lighting_corner/red_corner = affected_turf.lighting_corner_SW || dummy_lighting_corner var/datum/lighting_corner/green_corner = affected_turf.lighting_corner_SE || dummy_lighting_corner var/datum/lighting_corner/blue_corner = affected_turf.lighting_corner_NW || dummy_lighting_corner var/datum/lighting_corner/alpha_corner = affected_turf.lighting_corner_NE || dummy_lighting_corner var/max = max(red_corner.largest_color_luminosity, green_corner.largest_color_luminosity, blue_corner.largest_color_luminosity, alpha_corner.largest_color_luminosity) #if LIGHTING_SOFT_THRESHOLD != 0 var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD #else // Because of floating points™?, it won't even be a flat 0. // This number is mostly arbitrary. var/set_luminosity = max > 1e-6 #endif var/mutable_appearance/current_underlay = src.current_underlay affected_turf.underlays -= current_underlay if(red_corner.cache_r & green_corner.cache_r & blue_corner.cache_r & alpha_corner.cache_r && \ (red_corner.cache_g + green_corner.cache_g + blue_corner.cache_g + alpha_corner.cache_g + \ red_corner.cache_b + green_corner.cache_b + blue_corner.cache_b + alpha_corner.cache_b == 8)) //anything that passes the first case is very likely to pass the second, and addition is a little faster in this case current_underlay.icon_state = "transparent" current_underlay.color = null else if(!set_luminosity) current_underlay.icon_state = "dark" current_underlay.color = null else current_underlay.icon_state = "gradient" current_underlay.color = null current_underlay.color = list( red_corner.cache_r, red_corner.cache_g, red_corner.cache_b, 00, green_corner.cache_r, green_corner.cache_g, green_corner.cache_b, 00, blue_corner.cache_r, blue_corner.cache_g, blue_corner.cache_b, 00, alpha_corner.cache_r, alpha_corner.cache_g, alpha_corner.cache_b, 00, 00, 00, 00, 01 ) // Of note. Most of the cost in this proc is here, I think because color matrix'd underlays DO NOT cache well, which is what adding to underlays does // We use underlays because objects on each tile would fuck with maptick. if that ever changes, use an object for this instead affected_turf.underlays += current_underlay affected_turf.set_luminosity(set_luminosity) /datum/lighting_object/proc/removefromturf() affected_turf.underlays -= current_underlay /datum/lighting_object/proc/addtoturf() affected_turf.underlays |= current_underlay /datum/lighting_object/proc/update_sun() if(QDELETED(src)) return //Used to have more code here, but it became redundant. affected_turf.set_luminosity(1) /datum/lighting_object/proc/set_sunonly(var/onlysun,var/datum/planet_sunlight_handler/pshandler) if(QDELETED(affected_turf)) //this should never happen but god demanded I be sad return switch(sunlight_only) if(SUNLIGHT_ONLY) affected_turf.vis_contents -= pshandler.vis_overhead if(SUNLIGHT_ONLY_SHADE) affected_turf.vis_contents -= pshandler.vis_shade if(FALSE) affected_turf.underlays -= current_underlay sunlight_only = onlysun switch(onlysun) if(SUNLIGHT_ONLY) affected_turf.vis_contents += pshandler.vis_overhead if(SUNLIGHT_ONLY_SHADE) affected_turf.vis_contents += pshandler.vis_shade if(FALSE) affected_turf.underlays |= current_underlay