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https://github.com/CHOMPStation2/CHOMPStation2.git
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122 lines
4.2 KiB
Plaintext
122 lines
4.2 KiB
Plaintext
/datum/lighting_object
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///the underlay we are currently applying to our turf to apply light
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var/mutable_appearance/current_underlay
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///whether we are already in the SSlighting.objects_queue list
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var/needs_update = FALSE
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///the turf that our light is applied to
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var/turf/affected_turf
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/datum/lighting_object/New(turf/source)
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if(!SSlighting.subsystem_initialized)
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stack_trace("lighting_object created before SSlighting up!")
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return
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if(!isturf(source))
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qdel(src, force=TRUE)
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stack_trace("a lighting object was assigned to [source], a non turf! ")
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return
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. = ..()
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current_underlay = mutable_appearance(LIGHTING_ICON, "transparent", source.z, PLANE_LIGHTING, 255, RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM)
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affected_turf = source
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if (affected_turf.lighting_object)
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qdel(affected_turf.lighting_object, force = TRUE)
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stack_trace("a lighting object was assigned to a turf that already had a lighting object!")
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affected_turf.lighting_object = src
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affected_turf.set_luminosity(0)
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for(var/turf/space/space_tile in RANGE_TURFS(1, affected_turf))
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space_tile.update_starlight()
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needs_update = TRUE
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SSlighting.objects_queue += src
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/datum/lighting_object/Destroy(force)
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if (!force)
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return QDEL_HINT_LETMELIVE
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SSlighting.objects_queue -= src
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if (isturf(affected_turf))
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affected_turf.lighting_object = null
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affected_turf.set_luminosity(1)
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affected_turf.underlays -= current_underlay
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affected_turf = null
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return ..()
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/datum/lighting_object/proc/update()
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// To the future coder who sees this and thinks
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// "Why didn't he just use a loop?"
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// Well my man, it's because the loop performed like shit.
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// And there's no way to improve it because
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// without a loop you can make the list all at once which is the fastest you're gonna get.
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// Oh it's also shorter line wise.
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// Including with these comments.
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var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new
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var/datum/lighting_corner/red_corner = affected_turf.lighting_corner_SW || dummy_lighting_corner
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var/datum/lighting_corner/green_corner = affected_turf.lighting_corner_SE || dummy_lighting_corner
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var/datum/lighting_corner/blue_corner = affected_turf.lighting_corner_NW || dummy_lighting_corner
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var/datum/lighting_corner/alpha_corner = affected_turf.lighting_corner_NE || dummy_lighting_corner
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var/max = max(red_corner.largest_color_luminosity, green_corner.largest_color_luminosity, blue_corner.largest_color_luminosity, alpha_corner.largest_color_luminosity)
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var/rr = red_corner.cache_r
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var/rg = red_corner.cache_g
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var/rb = red_corner.cache_b
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var/gr = green_corner.cache_r
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var/gg = green_corner.cache_g
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var/gb = green_corner.cache_b
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var/br = blue_corner.cache_r
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var/bg = blue_corner.cache_g
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var/bb = blue_corner.cache_b
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var/ar = alpha_corner.cache_r
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var/ag = alpha_corner.cache_g
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var/ab = alpha_corner.cache_b
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#if LIGHTING_SOFT_THRESHOLD != 0
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var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
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#else
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// Because of floating points™?, it won't even be a flat 0.
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// This number is mostly arbitrary.
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var/set_luminosity = max > 1e-6
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#endif
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if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
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//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
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affected_turf.underlays -= current_underlay
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current_underlay.icon_state = "transparent"
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current_underlay.color = null
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affected_turf.underlays |= current_underlay
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else if(!set_luminosity)
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affected_turf.underlays -= current_underlay
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current_underlay.icon_state = "dark"
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current_underlay.color = null
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affected_turf.underlays |= current_underlay
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else
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affected_turf.underlays -= current_underlay
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current_underlay.icon_state = "gradient"
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current_underlay.color = list(
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rr, rg, rb, 00,
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gr, gg, gb, 00,
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br, bg, bb, 00,
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ar, ag, ab, 00,
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00, 00, 00, 01
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)
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affected_turf.underlays |= current_underlay
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affected_turf.set_luminosity(set_luminosity)
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/datum/lighting_object/proc/removefromturf()
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affected_turf.underlays -= current_underlay
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/datum/lighting_object/proc/addtoturf()
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affected_turf.underlays |= current_underlay
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