mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
316 lines
11 KiB
Plaintext
316 lines
11 KiB
Plaintext
// Because we can control each corner of every lighting object.
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// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
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// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
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/datum/lighting_corner
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var/list/datum/light_source/affecting // Light sources affecting us.
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var/sunlight = SUNLIGHT_NONE // CHOMPEdit
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var/x = 0
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var/y = 0
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var/turf/master_NE
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var/turf/master_SE
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var/turf/master_SW
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var/turf/master_NW
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//"raw" color values, changed by update_lumcount()
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var/lum_r = 0
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var/lum_g = 0
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var/lum_b = 0
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//true color values, guaranteed to be between 0 and 1
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var/cache_r = LIGHTING_SOFT_THRESHOLD
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var/cache_g = LIGHTING_SOFT_THRESHOLD
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var/cache_b = LIGHTING_SOFT_THRESHOLD
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///the maximum of lum_r, lum_g, and lum_b. if this is > 1 then the three cached color values are divided by this
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var/largest_color_luminosity = 0
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///whether we are to be added to SSlighting's corners_queue list for an update
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var/needs_update = FALSE
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/datum/lighting_corner/New(x, y, z, dynamic) // CHOMPEdit
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. = ..()
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src.x = x + 0.5
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src.y = y + 0.5
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// Alright. We're gonna take a set of coords, and from them do a loop clockwise
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// To build out the turfs adjacent to us. This is pretty fast
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var/turf/process_next = locate(x, y, z)
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if(process_next)
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master_SW = process_next
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process_next.lighting_corner_NE = src
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// Now, we go north!
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process_next = get_step(process_next, NORTH)
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else
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// Yes this is slightly slower then having a guarenteeed turf, but there aren't many null turfs
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// So this is pretty damn fast
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process_next = locate(x, y + 1, z)
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// Ok, if we have a north turf, go there. otherwise, onto the next
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if(process_next)
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master_NW = process_next
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process_next.lighting_corner_SE = src
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// Now, TO THE EAST
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process_next = get_step(process_next, EAST)
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else
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process_next = locate(x + 1, y + 1, z)
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// Etc etc
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if(process_next)
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master_NE = process_next
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process_next.lighting_corner_SW = src
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// Now, TO THE SOUTH AGAIN (SE)
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process_next = get_step(process_next, SOUTH)
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else
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process_next = locate(x + 1, y, z)
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// anddd the last tile
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if(process_next)
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master_SE = process_next
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process_next.lighting_corner_NW = src
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if(((SSplanets && SSplanets.z_to_planet.len >= z && SSplanets.z_to_planet[z]) || SSlighting.get_pshandler_z(z)) && dynamic) sunlight = SUNLIGHT_POSSIBLE //CHOMPEdit
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/datum/lighting_corner/proc/save_master(turf/master, dir)
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switch (dir)
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if (NORTHEAST)
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master_NE = master
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master.lighting_corner_SW = src
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if (SOUTHEAST)
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master_SE = master
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master.lighting_corner_NW = src
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if (SOUTHWEST)
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master_SW = master
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master.lighting_corner_NE = src
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if (NORTHWEST)
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master_NW = master
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master.lighting_corner_SE = src
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/datum/lighting_corner/proc/self_destruct_if_idle()
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if (!LAZYLEN(affecting) && !sunlight) //CHOMPEdit
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qdel(src, force = TRUE)
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/datum/lighting_corner/proc/vis_update()
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for (var/datum/light_source/light_source as anything in affecting)
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light_source.vis_update()
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/datum/lighting_corner/proc/full_update()
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for (var/datum/light_source/light_source as anything in affecting)
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light_source.recalc_corner(src)
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// God that was a mess, now to do the rest of the corner code! Hooray!
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/datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b, var/from_sholder = FALSE) //CHOMPEdit
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if (!(delta_r || delta_g || delta_b)) // 0 is falsey ok
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return
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//CHOMPEdit Begin
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if((sunlight == SUNLIGHT_ONLY || sunlight == SUNLIGHT_ONLY_SHADE) && LAZYLEN(affecting))
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change_sun()
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if(sunlight == SUNLIGHT_ONLY || sunlight == SUNLIGHT_ONLY_SHADE)
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//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
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//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.
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sunlight = SUNLIGHT_POSSIBLE
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//CHOMPEdit End
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lum_r += delta_r
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lum_g += delta_g
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lum_b += delta_b
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//CHOMPEdit Begin
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if(sunlight == SUNLIGHT_CURRENT && !LAZYLEN(affecting) && !from_sholder)
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update_sunlight_handlers()
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update_sunlight_handlers()
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//CHOMPEdit End
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if (!needs_update)
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needs_update = TRUE
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SSlighting.corners_queue += src
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/datum/lighting_corner/proc/update_objects()
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// Cache these values ahead of time so 4 individual lighting objects don't all calculate them individually.
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var/lum_r = src.lum_r
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var/lum_g = src.lum_g
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var/lum_b = src.lum_b
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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.
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. = 1 // factor
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if (largest_color_luminosity > 1)
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. = 1 / largest_color_luminosity
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#if LIGHTING_SOFT_THRESHOLD != 0
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else if (largest_color_luminosity < LIGHTING_SOFT_THRESHOLD)
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. = 0 // 0 means soft lighting.
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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#else
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE)
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
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#endif
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src.largest_color_luminosity = round(largest_color_luminosity, LIGHTING_ROUND_VALUE)
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var/datum/lighting_object/lighting_object = master_NE?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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lighting_object = master_SE?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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lighting_object = master_SW?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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lighting_object = master_NW?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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self_destruct_if_idle()
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/datum/lighting_corner/dummy/New()
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return
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/datum/lighting_corner/Destroy(force)
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if (!force)
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return QDEL_HINT_LETMELIVE
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for (var/datum/light_source/light_source as anything in affecting)
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LAZYREMOVE(light_source.effect_str, src)
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affecting = null
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if (master_NE)
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master_NE.lighting_corner_SW = null
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master_NE.lighting_corners_initialised = FALSE
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if (master_SE)
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master_SE.lighting_corner_NW = null
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master_SE.lighting_corners_initialised = FALSE
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if (master_SW)
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master_SW.lighting_corner_NE = null
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master_SW.lighting_corners_initialised = FALSE
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if (master_NW)
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master_NW.lighting_corner_SE = null
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master_NW.lighting_corners_initialised = FALSE
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if(needs_update)
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SSlighting.corners_queue -= src
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return ..()
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//CHOMPEdit Begin
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/datum/lighting_corner/proc/update_sun(var/datum/planet_sunlight_handler/pshandler)
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if(!pshandler)
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return
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if(sunlight == SUNLIGHT_ONLY)
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lum_r = pshandler.red
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lum_g = pshandler.green
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lum_b = pshandler.blue
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cache_r = pshandler.cache_r
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cache_g = pshandler.cache_g
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cache_b = pshandler.cache_b
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largest_color_luminosity = pshandler.maxlum
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if(sunlight == SUNLIGHT_ONLY_SHADE)
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lum_r = pshandler.redshade
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lum_g = pshandler.greenshade
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lum_b = pshandler.blueshade
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cache_r = pshandler.cache_r_shade
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cache_g = pshandler.cache_g_shade
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cache_b = pshandler.cache_b_shade
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largest_color_luminosity = pshandler.maxlumshade
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var/datum/lighting_object/lighting_object = master_NE?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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lighting_object = master_SE?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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lighting_object = master_SW?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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lighting_object = master_NW?.lighting_object
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if (lighting_object && !lighting_object.needs_update)
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lighting_object.needs_update = TRUE
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SSlighting.objects_queue += lighting_object
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/datum/lighting_corner/proc/change_sun()
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lum_r = 0
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lum_g = 0
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lum_b = 0
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var/turf/simulated/master_NE_sim = master_NE
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var/turf/simulated/master_SE_sim = master_SE
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var/turf/simulated/master_SW_sim = master_SW
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var/turf/simulated/master_NW_sim = master_NW
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if(istype(master_NE_sim) && master_NE_sim.shandler)
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master_NE_sim.shandler.corner_sunlight_change(src)
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if(istype(master_SE_sim) && master_SE_sim.shandler)
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master_SE_sim.shandler.corner_sunlight_change(src)
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if(istype(master_SW_sim) && master_SW_sim.shandler)
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master_SW_sim.shandler.corner_sunlight_change(src)
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if(istype(master_NW_sim) && master_NW_sim.shandler)
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master_NW_sim.shandler.corner_sunlight_change(src)
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update_sunlight_handlers()
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/datum/lighting_corner/proc/update_sunlight_handlers()
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var/turf/simulated/master_NE_sim = master_NE
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var/turf/simulated/master_SE_sim = master_SE
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var/turf/simulated/master_SW_sim = master_SW
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var/turf/simulated/master_NW_sim = master_NW
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if(istype(master_NE_sim) && master_NE_sim.shandler)
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master_NE_sim.shandler.sunlight_update()
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if(istype(master_SE_sim) && master_SE_sim.shandler)
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master_SE_sim.shandler.sunlight_update()
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if(istype(master_SW_sim) && master_SW_sim.shandler)
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master_SW_sim.shandler.sunlight_update()
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if(istype(master_NW_sim) && master_NW_sim.shandler)
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master_NW_sim.shandler.sunlight_update()
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/datum/lighting_corner/proc/all_onlysun()
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var/datum/lighting_object/lighting_object = master_NE?.lighting_object
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if (lighting_object && !(lighting_object.sunlight_only == sunlight))
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return FALSE
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lighting_object = master_SE?.lighting_object
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if (lighting_object && !(lighting_object.sunlight_only == sunlight))
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return FALSE
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lighting_object = master_SW?.lighting_object
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if (lighting_object && !(lighting_object.sunlight_only == sunlight))
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return FALSE
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lighting_object = master_NW?.lighting_object
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if (lighting_object && !(lighting_object.sunlight_only == sunlight))
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return FALSE
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return TRUE
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/datum/lighting_corner/proc/wake_sleepers()
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var/turf/simulated/master_NE_sim = master_NE
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var/turf/simulated/master_SE_sim = master_SE
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var/turf/simulated/master_SW_sim = master_SW
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var/turf/simulated/master_NW_sim = master_NW
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if(istype(master_NE_sim) && master_NE_sim.shandler && master_NE_sim.shandler.sleeping)
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master_NE_sim.shandler.sunlight_update()
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if(istype(master_SE_sim) && master_SE_sim.shandler && master_SE_sim.shandler.sleeping)
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master_SE_sim.shandler.sunlight_update()
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if(istype(master_SW_sim) && master_SW_sim.shandler && master_SW_sim.shandler.sleeping)
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master_SW_sim.shandler.sunlight_update()
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if(istype(master_NW_sim) && master_NW_sim.shandler && master_NW_sim.shandler.sleeping)
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master_NW_sim.shandler.sunlight_update()
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//CHOMPEdit End
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