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https://github.com/CHOMPStation2/CHOMPStation2.git
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Ports https://github.com/ParadiseSS13/Paradise/pull/6161 Its merged in nearly verbatim as far as the lighting module goes. Changes outside the lighting module are merged based on our codebase.
103 lines
3.2 KiB
Plaintext
103 lines
3.2 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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/turf/New()
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. = ..()
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if(opacity)
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has_opaque_atom = TRUE
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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)
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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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