Files
CHOMPStation2/code/modules/lighting/lighting_turf.dm
2021-06-18 04:23:09 +00:00

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/turf
///Lumcount added by sources other than lighting datum objects, such as the overlay lighting component.
var/dynamic_lumcount = 0
var/dynamic_lighting = TRUE
var/tmp/lighting_corners_initialised = FALSE
///Our lighting object.
var/tmp/datum/lighting_object/lighting_object
///Lighting Corner datums.
var/tmp/datum/lighting_corner/lighting_corner_NE
var/tmp/datum/lighting_corner/lighting_corner_SE
var/tmp/datum/lighting_corner/lighting_corner_SW
var/tmp/datum/lighting_corner/lighting_corner_NW
///Which directions does this turf block the vision of, taking into account both the turf's opacity and the movable opacity_sources.
var/directional_opacity = NONE
///Lazylist of movable atoms providing opacity sources.
var/list/atom/movable/opacity_sources
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
/turf/proc/reconsider_lights()
lighting_corner_NE?.vis_update()
lighting_corner_SE?.vis_update()
lighting_corner_SW?.vis_update()
lighting_corner_NW?.vis_update()
/turf/proc/lighting_clear_overlay()
if(lighting_object)
qdel(lighting_object, force=TRUE)
// Builds a lighting object for us, but only if our area is dynamic.
/turf/proc/lighting_build_overlay()
if(!has_dynamic_lighting())
return
lighting_clear_overlay()
new/datum/lighting_object(src)
// Used to get a scaled lumcount.
/turf/proc/get_lumcount(minlum = 0, maxlum = 1)
if (!lighting_object)
return 1
var/totallums = 0
var/datum/lighting_corner/L
L = lighting_corner_NE
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_SE
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_SW
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_NW
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
totallums /= 12 // 4 corners, each with 3 channels, get the average.
totallums = (totallums - minlum) / (maxlum - minlum)
totallums += dynamic_lumcount
return CLAMP01(totallums)
// Returns a boolean whether the turf is on soft lighting.
// Soft lighting being the threshold at which point the overlay considers
// itself as too dark to allow sight and see_in_dark becomes useful.
// So basically if this returns true the tile is unlit black.
/turf/proc/is_softly_lit()
if (!lighting_object)
return FALSE
return !(luminosity || dynamic_lumcount)
///Proc to add movable sources of opacity on the turf and let it handle lighting code.
/turf/proc/add_opacity_source(atom/movable/new_source)
LAZYADD(opacity_sources, new_source)
if(opacity)
return
recalculate_directional_opacity()
///Proc to remove movable sources of opacity on the turf and let it handle lighting code.
/turf/proc/remove_opacity_source(atom/movable/old_source)
LAZYREMOVE(opacity_sources, old_source)
if(opacity) //Still opaque, no need to worry on updating.
return
recalculate_directional_opacity()
///Calculate on which directions this turfs block view.
/turf/proc/recalculate_directional_opacity()
. = directional_opacity
if(opacity)
directional_opacity = ALL_CARDINALS
if(. != directional_opacity)
reconsider_lights()
return
directional_opacity = NONE
for(var/atom/movable/opacity_source as anything in opacity_sources)
if(opacity_source.flags & ON_BORDER)
directional_opacity |= opacity_source.dir
else //If fulltile and opaque, then the whole tile blocks view, no need to continue checking.
directional_opacity = ALL_CARDINALS
break
if(. != directional_opacity && (. == ALL_CARDINALS || directional_opacity == ALL_CARDINALS))
reconsider_lights() //The lighting system only cares whether the tile is fully concealed from all directions or not.
/turf/proc/change_area(area/old_area, area/new_area)
if(SSlighting.subsystem_initialized)
if (new_area.dynamic_lighting != old_area.dynamic_lighting)
if (new_area.dynamic_lighting)
lighting_build_overlay()
else
lighting_clear_overlay()
/turf/proc/has_dynamic_lighting()
var/area/A = loc
return (IS_DYNAMIC_LIGHTING(src) && IS_DYNAMIC_LIGHTING(A))
/turf/proc/generate_missing_corners()
if (!lighting_corner_NE)
lighting_corner_NE = new/datum/lighting_corner(src, NORTH|EAST)
if (!lighting_corner_SE)
lighting_corner_SE = new/datum/lighting_corner(src, SOUTH|EAST)
if (!lighting_corner_SW)
lighting_corner_SW = new/datum/lighting_corner(src, SOUTH|WEST)
if (!lighting_corner_NW)
lighting_corner_NW = new/datum/lighting_corner(src, NORTH|WEST)
lighting_corners_initialised = TRUE