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CHOMPStation2/code/modules/lighting/lighting_corner.dm
2025-02-13 14:49:16 +01:00

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// 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/sunlight = SUNLIGHT_NONE
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(x, y, z, dynamic)
. = ..()
src.x = x + 0.5
src.y = y + 0.5
// Alright. We're gonna take a set of coords, and from them do a loop clockwise
// To build out the turfs adjacent to us. This is pretty fast
var/turf/process_next = locate(x, y, z)
if(process_next)
master_SW = process_next
process_next.lighting_corner_NE = src
// Now, we go north!
process_next = get_step(process_next, NORTH)
else
// Yes this is slightly slower then having a guarenteeed turf, but there aren't many null turfs
// So this is pretty damn fast
process_next = locate(x, y + 1, z)
// Ok, if we have a north turf, go there. otherwise, onto the next
if(process_next)
master_NW = process_next
process_next.lighting_corner_SE = src
// Now, TO THE EAST
process_next = get_step(process_next, EAST)
else
process_next = locate(x + 1, y + 1, z)
// Etc etc
if(process_next)
master_NE = process_next
process_next.lighting_corner_SW = src
// Now, TO THE SOUTH AGAIN (SE)
process_next = get_step(process_next, SOUTH)
else
process_next = locate(x + 1, y, z)
// anddd the last tile
if(process_next)
master_SE = process_next
process_next.lighting_corner_NW = src
if(((SSplanets && SSplanets.z_to_planet.len >= z && SSplanets.z_to_planet[z]) || SSlighting.get_pshandler_z(z)) && dynamic) sunlight = SUNLIGHT_POSSIBLE
/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) && !sunlight)
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, var/from_sholder = FALSE)
if (!(delta_r || delta_g || delta_b)) // 0 is falsey ok
return
if((sunlight == SUNLIGHT_ONLY || sunlight == SUNLIGHT_ONLY_SHADE) && LAZYLEN(affecting))
change_sun()
if(sunlight == SUNLIGHT_ONLY || sunlight == SUNLIGHT_ONLY_SHADE)
//Okay fuck. If we're here some doodoo kaka bullshit happened (probably thanks to in-round map loading) and now the sunlight handler that owned us previously is fucking gone (real cool dude) so like try to get a new one ig
//Is this optimal? No. Is there a better way? Maybe. God knows I tried, but whatever fucking black magic is going on behind the scenes seems to defy all attempts at logic. So, if this works, it stays.
sunlight = SUNLIGHT_POSSIBLE
lum_r += delta_r
lum_g += delta_g
lum_b += delta_b
if(sunlight == SUNLIGHT_CURRENT && !LAZYLEN(affecting) && !from_sholder)
update_sunlight_handlers()
update_sunlight_handlers()
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 ..()
/datum/lighting_corner/proc/update_sun(var/datum/planet_sunlight_handler/pshandler)
if(!pshandler)
return
if(sunlight == SUNLIGHT_ONLY)
lum_r = pshandler.red
lum_g = pshandler.green
lum_b = pshandler.blue
cache_r = pshandler.cache_r
cache_g = pshandler.cache_g
cache_b = pshandler.cache_b
largest_color_luminosity = pshandler.maxlum
if(sunlight == SUNLIGHT_ONLY_SHADE)
lum_r = pshandler.redshade
lum_g = pshandler.greenshade
lum_b = pshandler.blueshade
cache_r = pshandler.cache_r_shade
cache_g = pshandler.cache_g_shade
cache_b = pshandler.cache_b_shade
largest_color_luminosity = pshandler.maxlumshade
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
/datum/lighting_corner/proc/change_sun()
lum_r = 0
lum_g = 0
lum_b = 0
var/turf/simulated/master_NE_sim = master_NE
var/turf/simulated/master_SE_sim = master_SE
var/turf/simulated/master_SW_sim = master_SW
var/turf/simulated/master_NW_sim = master_NW
if(istype(master_NE_sim) && master_NE_sim.shandler)
master_NE_sim.shandler.corner_sunlight_change(src)
if(istype(master_SE_sim) && master_SE_sim.shandler)
master_SE_sim.shandler.corner_sunlight_change(src)
if(istype(master_SW_sim) && master_SW_sim.shandler)
master_SW_sim.shandler.corner_sunlight_change(src)
if(istype(master_NW_sim) && master_NW_sim.shandler)
master_NW_sim.shandler.corner_sunlight_change(src)
update_sunlight_handlers()
/datum/lighting_corner/proc/update_sunlight_handlers()
var/turf/simulated/master_NE_sim = master_NE
var/turf/simulated/master_SE_sim = master_SE
var/turf/simulated/master_SW_sim = master_SW
var/turf/simulated/master_NW_sim = master_NW
if(istype(master_NE_sim) && master_NE_sim.shandler)
master_NE_sim.shandler.sunlight_update()
if(istype(master_SE_sim) && master_SE_sim.shandler)
master_SE_sim.shandler.sunlight_update()
if(istype(master_SW_sim) && master_SW_sim.shandler)
master_SW_sim.shandler.sunlight_update()
if(istype(master_NW_sim) && master_NW_sim.shandler)
master_NW_sim.shandler.sunlight_update()
/datum/lighting_corner/proc/all_onlysun()
var/datum/lighting_object/lighting_object = master_NE?.lighting_object
if (lighting_object && !(lighting_object.sunlight_only == sunlight))
return FALSE
lighting_object = master_SE?.lighting_object
if (lighting_object && !(lighting_object.sunlight_only == sunlight))
return FALSE
lighting_object = master_SW?.lighting_object
if (lighting_object && !(lighting_object.sunlight_only == sunlight))
return FALSE
lighting_object = master_NW?.lighting_object
if (lighting_object && !(lighting_object.sunlight_only == sunlight))
return FALSE
return TRUE
/datum/lighting_corner/proc/wake_sleepers()
var/turf/simulated/master_NE_sim = master_NE
var/turf/simulated/master_SE_sim = master_SE
var/turf/simulated/master_SW_sim = master_SW
var/turf/simulated/master_NW_sim = master_NW
if(istype(master_NE_sim) && master_NE_sim.shandler && master_NE_sim.shandler.sleeping)
master_NE_sim.shandler.sunlight_update()
if(istype(master_SE_sim) && master_SE_sim.shandler && master_SE_sim.shandler.sleeping)
master_SE_sim.shandler.sunlight_update()
if(istype(master_SW_sim) && master_SW_sim.shandler && master_SW_sim.shandler.sleeping)
master_SW_sim.shandler.sunlight_update()
if(istype(master_NW_sim) && master_NW_sim.shandler && master_NW_sim.shandler.sleeping)
master_NW_sim.shandler.sunlight_update()