// Because we can control each corner of every lighting object. // And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't). // For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting. /datum/lighting_corner var/list/datum/light_source/affecting // Light sources affecting us. var/x = 0 var/y = 0 var/turf/master_NE var/turf/master_SE var/turf/master_SW var/turf/master_NW //"raw" color values, changed by update_lumcount() var/lum_r = 0 var/lum_g = 0 var/lum_b = 0 //true color values, guaranteed to be between 0 and 1 var/cache_r = LIGHTING_SOFT_THRESHOLD var/cache_g = LIGHTING_SOFT_THRESHOLD var/cache_b = LIGHTING_SOFT_THRESHOLD ///the maximum of lum_r, lum_g, and lum_b. if this is > 1 then the three cached color values are divided by this var/largest_color_luminosity = 0 ///whether we are to be added to SSlighting's corners_queue list for an update var/needs_update = FALSE /datum/lighting_corner/New(turf/new_turf, diagonal) . = ..() save_master(new_turf, turn(diagonal, 180)) var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction. var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one. x = new_turf.x + (horizontal == EAST ? 0.5 : -0.5) y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5) // My initial plan was to make this loop through a list of all the dirs (horizontal, vertical, diagonal). // Issue being that the only way I could think of doing it was very messy, slow and honestly overengineered. // So we'll have this hardcode instead. var/turf/new_master_turf // Diagonal one is easy. new_master_turf = get_step(new_turf, diagonal) if (new_master_turf) // In case we're on the map's border. save_master(new_master_turf, diagonal) // Now the horizontal one. new_master_turf = get_step(new_turf, horizontal) if (new_master_turf) // Ditto. save_master(new_master_turf, ((new_master_turf.x > x) ? EAST : WEST) | ((new_master_turf.y > y) ? NORTH : SOUTH)) // Get the dir based on coordinates. // And finally the vertical one. new_master_turf = get_step(new_turf, vertical) if (new_master_turf) save_master(new_master_turf, ((new_master_turf.x > x) ? EAST : WEST) | ((new_master_turf.y > y) ? NORTH : SOUTH)) // Get the dir based on coordinates. /datum/lighting_corner/proc/save_master(turf/master, dir) switch (dir) if (NORTHEAST) master_NE = master master.lighting_corner_SW = src if (SOUTHEAST) master_SE = master master.lighting_corner_NW = src if (SOUTHWEST) master_SW = master master.lighting_corner_NE = src if (NORTHWEST) master_NW = master master.lighting_corner_SE = src /datum/lighting_corner/proc/self_destruct_if_idle() if (!LAZYLEN(affecting)) qdel(src, force = TRUE) /datum/lighting_corner/proc/vis_update() for (var/datum/light_source/light_source as anything in affecting) light_source.vis_update() /datum/lighting_corner/proc/full_update() for (var/datum/light_source/light_source as anything in affecting) light_source.recalc_corner(src) // God that was a mess, now to do the rest of the corner code! Hooray! /datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b) if (!(delta_r || delta_g || delta_b)) // 0 is falsey ok return lum_r += delta_r lum_g += delta_g lum_b += delta_b if (!needs_update) needs_update = TRUE SSlighting.corners_queue += src /datum/lighting_corner/proc/update_objects() // Cache these values ahead of time so 4 individual lighting objects don't all calculate them individually. var/lum_r = src.lum_r var/lum_g = src.lum_g var/lum_b = src.lum_b var/largest_color_luminosity = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1. . = 1 // factor if (largest_color_luminosity > 1) . = 1 / largest_color_luminosity #if LIGHTING_SOFT_THRESHOLD != 0 else if (largest_color_luminosity < LIGHTING_SOFT_THRESHOLD) . = 0 // 0 means soft lighting. cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD #else cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) #endif src.largest_color_luminosity = round(largest_color_luminosity, LIGHTING_ROUND_VALUE) var/datum/lighting_object/lighting_object = master_NE?.lighting_object if (lighting_object && !lighting_object.needs_update) lighting_object.needs_update = TRUE SSlighting.objects_queue += lighting_object lighting_object = master_SE?.lighting_object if (lighting_object && !lighting_object.needs_update) lighting_object.needs_update = TRUE SSlighting.objects_queue += lighting_object lighting_object = master_SW?.lighting_object if (lighting_object && !lighting_object.needs_update) lighting_object.needs_update = TRUE SSlighting.objects_queue += lighting_object lighting_object = master_NW?.lighting_object if (lighting_object && !lighting_object.needs_update) lighting_object.needs_update = TRUE SSlighting.objects_queue += lighting_object self_destruct_if_idle() /datum/lighting_corner/dummy/New() return /datum/lighting_corner/Destroy(force) if (!force) return QDEL_HINT_LETMELIVE for (var/datum/light_source/light_source as anything in affecting) LAZYREMOVE(light_source.effect_str, src) affecting = null if (master_NE) master_NE.lighting_corner_SW = null master_NE.lighting_corners_initialised = FALSE if (master_SE) master_SE.lighting_corner_NW = null master_SE.lighting_corners_initialised = FALSE if (master_SW) master_SW.lighting_corner_NE = null master_SW.lighting_corners_initialised = FALSE if (master_NW) master_NW.lighting_corner_SE = null master_NW.lighting_corners_initialised = FALSE if(needs_update) SSlighting.corners_queue -= src return ..()