// 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(lighting_object) qdel(lighting_object, force = TRUE) // Shitty fix for lighting objects persisting after death 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/corner corner = lighting_corner_NE if(corner) totallums += corner.lum_r + corner.lum_b + corner.lum_g corner = lighting_corner_SE if(corner) totallums += corner.lum_r + corner.lum_b + corner.lum_g corner = lighting_corner_SW if(corner) totallums += corner.lum_r + corner.lum_b + corner.lum_g corner = lighting_corner_NW if(corner) totallums += corner.lum_r + corner.lum_b + corner.lum_g totallums /= 12 // 4 corners, each with 3 channels, get the average. totallums = (totallums - minlum) / (maxlum - minlum) 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 /// 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 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.initialized) if(new_area.dynamic_lighting != old_area.dynamic_lighting) if(new_area.dynamic_lighting) lighting_build_overlay() else lighting_clear_overlay() for(var/obj/machinery/machine in contents) machine.reregister_machine() /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