mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
97 lines
3.1 KiB
Plaintext
97 lines
3.1 KiB
Plaintext
/turf
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var/dynamic_lighting = TRUE // Does the turf use dynamic lighting?
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luminosity = 1
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var/tmp/lighting_corners_initialised = FALSE
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var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf.
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var/tmp/atom/movable/lighting_overlay/lighting_overlay // Our lighting overlay.
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var/tmp/list/datum/lighting_corner/corners
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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.
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// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
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/turf/proc/reconsider_lights()
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for(var/datum/light_source/L in affecting_lights)
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L.vis_update()
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/turf/proc/lighting_clear_overlay()
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if(lighting_overlay)
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qdel(lighting_overlay, force = TRUE)
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for(var/datum/lighting_corner/C in corners)
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C.update_active()
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// Builds a lighting overlay for us, but only if our area is dynamic.
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/turf/proc/lighting_build_overlay()
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if(lighting_overlay)
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return
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var/area/A = loc
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if(A.dynamic_lighting)
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if(!lighting_corners_initialised)
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generate_missing_corners()
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new /atom/movable/lighting_overlay(src)
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for(var/datum/lighting_corner/C in corners)
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if(!C.active) // We would activate the corner, calculate the lighting for it.
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for(var/L in C.affecting)
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var/datum/light_source/S = L
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S.recalc_corner(C)
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C.active = TRUE
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// Used to get a scaled lumcount.
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/turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1)
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if(!lighting_overlay)
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return 1
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var/totallums = 0
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for(var/datum/lighting_corner/L in corners)
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totallums += max(L.lum_r, L.lum_g, L.lum_b)
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totallums /= 4 // 4 corners, max channel selected, return the average
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totallums =(totallums - minlum) /(maxlum - minlum)
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return CLAMP01(totallums)
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// Can't think of a good name, this proc will recalculate the has_opaque_atom variable.
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/turf/proc/recalc_atom_opacity()
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has_opaque_atom = FALSE
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for(var/atom/A in src.contents + src) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
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if(A.opacity)
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has_opaque_atom = TRUE
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// If an opaque movable atom moves around we need to potentially update visibility.
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/turf/Entered(var/atom/movable/Obj, var/atom/OldLoc)
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. = ..()
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if(Obj && Obj.opacity)
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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.
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reconsider_lights()
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/turf/Exited(var/atom/movable/Obj, var/atom/newloc)
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. = ..()
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if(Obj && Obj.opacity)
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recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates.
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reconsider_lights()
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/turf/proc/get_corners()
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if(has_opaque_atom)
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return null // Since this proc gets used in a for loop, null won't be looped though.
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return corners
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/turf/proc/generate_missing_corners()
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lighting_corners_initialised = TRUE
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if(!corners)
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corners = list(null, null, null, null)
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for(var/i = 1 to 4)
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if(corners[i]) // Already have a corner on this direction.
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continue
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corners[i] = new /datum/lighting_corner(src, LIGHTING_CORNER_DIAGONAL[i])
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