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https://github.com/CHOMPStation2/CHOMPStation2.git
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118 lines
3.0 KiB
Plaintext
118 lines
3.0 KiB
Plaintext
SUBSYSTEM_DEF(lighting)
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name = "Lighting"
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wait = 2
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init_order = INIT_ORDER_LIGHTING
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flags = SS_TICKER
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var/static/list/sources_queue = list() // List of lighting sources queued for update.
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var/static/list/corners_queue = list() // List of lighting corners queued for update.
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var/static/list/objects_queue = list() // List of lighting objects queued for update.
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/datum/controller/subsystem/lighting/stat_entry(msg)
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msg = "L:[length(sources_queue)]|C:[length(corners_queue)]|O:[length(objects_queue)]"
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return ..()
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/datum/controller/subsystem/lighting/Initialize() // CHOMPEdit
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if(!subsystem_initialized)
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if (config.starlight)
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for(var/area/A in world)
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if (A.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
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A.luminosity = 0
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subsystem_initialized = TRUE
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create_all_lighting_objects()
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fire(FALSE, TRUE)
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return SS_INIT_SUCCESS // CHOMPEdit
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/datum/controller/subsystem/lighting/fire(resumed, init_tick_checks)
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MC_SPLIT_TICK_INIT(3)
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if(!init_tick_checks)
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MC_SPLIT_TICK
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var/list/queue = sources_queue
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var/i = 0
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// UPDATE SOURCE QUEUE
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queue = sources_queue
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while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration
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i += 1
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var/datum/light_source/L = queue[i]
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L.update_corners()
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if(!QDELETED(L))
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L.needs_update = LIGHTING_NO_UPDATE
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else
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i -= 1 // update_corners() has removed L from the list, move back so we don't overflow or skip the next element
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// We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us
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if(init_tick_checks)
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if(!TICK_CHECK)
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continue
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queue.Cut(1, i + 1)
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i = 0
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stoplag()
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else if (MC_TICK_CHECK)
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break
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if (i)
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queue.Cut(1, i + 1)
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i = 0
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if(!init_tick_checks)
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MC_SPLIT_TICK
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// UPDATE CORNERS QUEUE
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queue = corners_queue
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while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration
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i += 1
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var/datum/lighting_corner/C = queue[i]
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C.needs_update = FALSE //update_objects() can call qdel if the corner is storing no data
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C.update_objects()
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// We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us
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if(init_tick_checks)
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if(!TICK_CHECK)
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continue
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queue.Cut(1, i + 1)
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i = 0
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stoplag()
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else if (MC_TICK_CHECK)
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break
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if (i)
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queue.Cut(1, i + 1)
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i = 0
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if(!init_tick_checks)
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MC_SPLIT_TICK
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// UPDATE OBJECTS QUEUE
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queue = objects_queue
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while(i < length(queue)) //we don't use for loop here because i cannot be changed during an iteration
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i += 1
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var/datum/lighting_object/O = queue[i]
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if (QDELETED(O))
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continue
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O.update()
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O.needs_update = FALSE
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// We unroll TICK_CHECK here so we can clear out the queue to ensure any removals/additions when sleeping don't fuck us
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if(init_tick_checks)
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if(!TICK_CHECK)
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continue
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queue.Cut(1, i + 1)
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i = 0
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stoplag()
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else if (MC_TICK_CHECK)
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break
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if (i)
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queue.Cut(1, i + 1)
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/datum/controller/subsystem/lighting/Recover()
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subsystem_initialized = SSlighting.subsystem_initialized
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..()
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