mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
144 lines
3.9 KiB
Plaintext
144 lines
3.9 KiB
Plaintext
/var/total_lighting_overlays = 0
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/atom/movable/lighting_overlay
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name = ""
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mouse_opacity = 0
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simulated = 0
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anchored = 1
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icon = LIGHTING_ICON
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plane = PLANE_LIGHTING
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//invisibility = INVISIBILITY_LIGHTING
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color = LIGHTING_BASE_MATRIX
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icon_state = "light1"
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//auto_init = 0 // doesn't need special init
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blend_mode = BLEND_OVERLAY
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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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var/needs_update = FALSE
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/atom/movable/lighting_overlay/Initialize()
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// doesn't need special init
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initialized = TRUE
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return INITIALIZE_HINT_NORMAL
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/atom/movable/lighting_overlay/New(var/atom/loc, var/no_update = FALSE)
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. = ..()
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verbs.Cut()
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total_lighting_overlays++
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var/turf/T = loc //If this runtimes atleast we'll know what's creating overlays outside of turfs.
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T.lighting_overlay = src
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T.luminosity = 0
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if(no_update)
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return
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update_overlay()
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/atom/movable/lighting_overlay/proc/update_overlay()
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set waitfor = FALSE
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var/turf/T = loc
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if(!istype(T))
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if(loc)
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log_debug("A lighting overlay realised its loc was NOT a turf (actual loc: [loc][loc ? ", " + loc.type : "null"]) in update_overlay() and got qdel'ed!")
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else
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log_debug("A lighting overlay realised it was in nullspace in update_overlay() and got pooled!")
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qdel(src, force=TRUE)
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return
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// To the future coder who sees this and thinks
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// "Why didn't he just use a loop?"
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// Well my man, it's because the loop performed like shit.
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// And there's no way to improve it because
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// without a loop you can make the list all at once which is the fastest you're gonna get.
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// Oh it's also shorter line wise.
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// Including with these comments.
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// See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are.
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// No I seriously cannot think of a more efficient method, fuck off Comic.
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var/datum/lighting_corner/cr = LAZYACCESS(T.corners,3) || dummy_lighting_corner
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var/datum/lighting_corner/cg = LAZYACCESS(T.corners,2) || dummy_lighting_corner
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var/datum/lighting_corner/cb = LAZYACCESS(T.corners,4) || dummy_lighting_corner
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var/datum/lighting_corner/ca = LAZYACCESS(T.corners,1) || dummy_lighting_corner
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var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx)
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var/rr = cr.cache_r
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var/rg = cr.cache_g
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var/rb = cr.cache_b
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var/gr = cg.cache_r
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var/gg = cg.cache_g
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var/gb = cg.cache_b
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var/br = cb.cache_r
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var/bg = cb.cache_g
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var/bb = cb.cache_b
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var/ar = ca.cache_r
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var/ag = ca.cache_g
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var/ab = ca.cache_b
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#if LIGHTING_SOFT_THRESHOLD != 0
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var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD
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#else
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// Because of floating points, it won't even be a flat 0.
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// This number is mostly arbitrary.
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var/set_luminosity = max > 1e-6
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#endif
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if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8))
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//anything that passes the first case is very likely to pass the second, and addition is a little faster in this case
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icon_state = "transparent"
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color = null
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else if(!set_luminosity)
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icon_state = LIGHTING_ICON_STATE_DARK
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color = null
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else
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icon_state = null
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color = list(
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rr, rg, rb, 00,
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gr, gg, gb, 00,
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br, bg, bb, 00,
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ar, ag, ab, 00,
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00, 00, 00, 01
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)
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luminosity = set_luminosity
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// Variety of overrides so the overlays don't get affected by weird things.
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/atom/movable/lighting_overlay/ex_act()
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return
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/atom/movable/lighting_overlay/singularity_act()
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return
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/atom/movable/lighting_overlay/singularity_pull()
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return
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/atom/movable/lighting_overlay/forceMove()
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return 0 //should never move
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/atom/movable/lighting_overlay/Move()
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return 0
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/atom/movable/lighting_overlay/throw_at()
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return 0
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/atom/movable/lighting_overlay/Destroy(var/force)
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if (force)
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total_lighting_overlays--
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global.lighting_update_overlays -= src
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LAZYREMOVE(SSlighting.currentrun, src)
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var/turf/T = loc
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if(istype(T))
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T.lighting_overlay = null
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T.luminosity = 1
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return ..()
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else
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return QDEL_HINT_LETMELIVE
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