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CHOMPStation2/code/controllers/subsystems/lighting.dm
2024-03-29 13:34:26 +01:00

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SUBSYSTEM_DEF(lighting)
name = "Lighting"
wait = 2
init_order = INIT_ORDER_LIGHTING
flags = SS_TICKER
var/static/list/sources_queue = list() // List of lighting sources queued for update.
var/static/list/corners_queue = list() // List of lighting corners queued for update.
var/static/list/objects_queue = list() // List of lighting objects queued for update.
/datum/controller/subsystem/lighting/stat_entry(msg)
msg = "L:[length(sources_queue)]|C:[length(corners_queue)]|O:[length(objects_queue)]"
return ..()
/datum/controller/subsystem/lighting/Initialize() // CHOMPEdit
if(!subsystem_initialized)
if (config.starlight)
for(var/area/A in world)
if (A.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
A.luminosity = 0
subsystem_initialized = TRUE
create_all_lighting_objects()
fire(FALSE, TRUE)
return SS_INIT_SUCCESS // CHOMPEdit
/datum/controller/subsystem/lighting/fire(resumed, init_tick_checks)
MC_SPLIT_TICK_INIT(3)
if(!init_tick_checks)
MC_SPLIT_TICK
var/list/queue = sources_queue
var/i = 0
// UPDATE SOURCE QUEUE
queue = sources_queue
while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration
i += 1
var/datum/light_source/L = queue[i]
L.update_corners()
if(!QDELETED(L))
L.needs_update = LIGHTING_NO_UPDATE
else
i -= 1 // update_corners() has removed L from the list, move back so we don't overflow or skip the next element
// We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us
if(init_tick_checks)
if(!TICK_CHECK)
continue
queue.Cut(1, i + 1)
i = 0
stoplag()
else if (MC_TICK_CHECK)
break
if (i)
queue.Cut(1, i + 1)
i = 0
if(!init_tick_checks)
MC_SPLIT_TICK
// UPDATE CORNERS QUEUE
queue = corners_queue
while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration
i += 1
var/datum/lighting_corner/C = queue[i]
C.needs_update = FALSE //update_objects() can call qdel if the corner is storing no data
C.update_objects()
// We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us
if(init_tick_checks)
if(!TICK_CHECK)
continue
queue.Cut(1, i + 1)
i = 0
stoplag()
else if (MC_TICK_CHECK)
break
if (i)
queue.Cut(1, i + 1)
i = 0
if(!init_tick_checks)
MC_SPLIT_TICK
// UPDATE OBJECTS QUEUE
queue = objects_queue
while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration
i += 1
var/datum/lighting_object/O = queue[i]
if (QDELETED(O))
continue
O.update()
O.needs_update = FALSE
// We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us
if(init_tick_checks)
if(!TICK_CHECK)
continue
queue.Cut(1, i + 1)
i = 0
stoplag()
else if (MC_TICK_CHECK)
break
if (i)
queue.Cut(1, i + 1)
/datum/controller/subsystem/lighting/Recover()
subsystem_initialized = SSlighting.subsystem_initialized
..()