Files
CHOMPStation2/code/modules/lighting/lighting_overlay.dm
Aronai Sieyes 52fe8ba6e4 Make Darksight Great Again (#4626)
* Polaris port of darksight adjusting

* I really need to stop doing this, don't I?
2018-01-25 18:01:33 -06:00

140 lines
3.8 KiB
Plaintext

/var/total_lighting_overlays = 0
/atom/movable/lighting_overlay
name = ""
mouse_opacity = 0
simulated = 0
anchored = 1
icon = LIGHTING_ICON
layer = LIGHTING_LAYER
plane = PLANE_LIGHTING
//invisibility = INVISIBILITY_LIGHTING
color = LIGHTING_BASE_MATRIX
icon_state = "light1"
auto_init = 0 // doesn't need special init
blend_mode = BLEND_OVERLAY
var/lum_r = 0
var/lum_g = 0
var/lum_b = 0
var/needs_update = FALSE
/atom/movable/lighting_overlay/New(var/atom/loc, var/no_update = FALSE)
. = ..()
verbs.Cut()
total_lighting_overlays++
var/turf/T = loc //If this runtimes atleast we'll know what's creating overlays outside of turfs.
T.lighting_overlay = src
T.luminosity = 0
if(no_update)
return
update_overlay()
/atom/movable/lighting_overlay/proc/update_overlay()
set waitfor = FALSE
var/turf/T = loc
if(!istype(T))
if(loc)
log_debug("A lighting overlay realised its loc was NOT a turf (actual loc: [loc][loc ? ", " + loc.type : "null"]) in update_overlay() and got qdel'ed!")
else
log_debug("A lighting overlay realised it was in nullspace in update_overlay() and got pooled!")
qdel(src, force=TRUE)
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.
// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
// No I seriously cannot think of a more efficient method, fuck off Comic.
var/datum/lighting_corner/cr = LAZYACCESS(T.corners,3) || dummy_lighting_corner
var/datum/lighting_corner/cg = LAZYACCESS(T.corners,2) || dummy_lighting_corner
var/datum/lighting_corner/cb = LAZYACCESS(T.corners,4) || dummy_lighting_corner
var/datum/lighting_corner/ca = LAZYACCESS(T.corners,1) || dummy_lighting_corner
var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
var/rr = cr.cache_r
var/rg = cr.cache_g
var/rb = cr.cache_b
var/gr = cg.cache_r
var/gg = cg.cache_g
var/gb = cg.cache_b
var/br = cb.cache_r
var/bg = cb.cache_g
var/bb = cb.cache_b
var/ar = ca.cache_r
var/ag = ca.cache_g
var/ab = ca.cache_b
#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
if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
icon_state = "transparent"
color = null
else if(!set_luminosity)
icon_state = LIGHTING_ICON_STATE_DARK
color = null
else
icon_state = null
color = list(
rr, rg, rb, 00,
gr, gg, gb, 00,
br, bg, bb, 00,
ar, ag, ab, 00,
00, 00, 00, 01
)
luminosity = set_luminosity
// Variety of overrides so the overlays don't get affected by weird things.
/atom/movable/lighting_overlay/ex_act()
return
/atom/movable/lighting_overlay/singularity_act()
return
/atom/movable/lighting_overlay/singularity_pull()
return
/atom/movable/lighting_overlay/forceMove()
return 0 //should never move
/atom/movable/lighting_overlay/Move()
return 0
/atom/movable/lighting_overlay/throw_at()
return 0
/atom/movable/lighting_overlay/Destroy(var/force)
if (force)
total_lighting_overlays--
global.lighting_update_overlays -= src
LAZYREMOVE(SSlighting.currentrun, src)
var/turf/T = loc
if(istype(T))
T.lighting_overlay = null
T.luminosity = 1
return ..()
else
return QDEL_HINT_LETMELIVE