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* lighting ports * missed these * fix * tweak optical scanners * Update code/datums/elements/light_blocking.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> --------- Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
111 lines
3.7 KiB
Plaintext
111 lines
3.7 KiB
Plaintext
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
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/turf/proc/reconsider_lights()
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lighting_corner_NE?.vis_update()
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lighting_corner_SE?.vis_update()
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lighting_corner_SW?.vis_update()
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lighting_corner_NW?.vis_update()
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/turf/proc/lighting_clear_overlay()
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if(lighting_object)
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qdel(lighting_object, force = TRUE)
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// Builds a lighting object for us, but only if our area is dynamic.
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/turf/proc/lighting_build_overlay()
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if(lighting_object)
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qdel(lighting_object, force = TRUE) // Shitty fix for lighting objects persisting after death
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new /datum/lighting_object(src)
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// Used to get a scaled lumcount.
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/turf/proc/get_lumcount(minlum = 0, maxlum = 1)
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if(!lighting_object)
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return 1
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var/totallums = 0
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var/datum/lighting_corner/corner
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corner = lighting_corner_NE
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if(corner)
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totallums += corner.lum_r + corner.lum_b + corner.lum_g
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corner = lighting_corner_SE
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if(corner)
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totallums += corner.lum_r + corner.lum_b + corner.lum_g
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corner = lighting_corner_SW
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if(corner)
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totallums += corner.lum_r + corner.lum_b + corner.lum_g
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corner = lighting_corner_NW
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if(corner)
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totallums += corner.lum_r + corner.lum_b + corner.lum_g
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totallums /= 12 // 4 corners, each with 3 channels, get the average.
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totallums = (totallums - minlum) / (maxlum - minlum)
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return CLAMP01(totallums)
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// Returns a boolean whether the turf is on soft lighting.
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// Soft lighting being the threshold at which point the overlay considers
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// itself as too dark to allow sight and see_in_dark becomes useful.
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// So basically if this returns true the tile is unlit black.
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/turf/proc/is_softly_lit()
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if(!lighting_object)
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return FALSE
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return !luminosity
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/// Proc to add movable sources of opacity on the turf and let it handle lighting code.
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/turf/proc/add_opacity_source(atom/movable/new_source)
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LAZYADD(opacity_sources, new_source)
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if(opacity)
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return
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recalculate_directional_opacity()
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/// Proc to remove movable sources of opacity on the turf and let it handle lighting code.
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/turf/proc/remove_opacity_source(atom/movable/old_source)
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LAZYREMOVE(opacity_sources, old_source)
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if(opacity) // Still opaque, no need to worry on updating.
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return
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recalculate_directional_opacity()
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/// Calculate on which directions this turfs block view.
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/turf/proc/recalculate_directional_opacity()
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. = directional_opacity
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if(opacity)
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directional_opacity = ALL_CARDINALS
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if(. != directional_opacity)
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reconsider_lights()
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return
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directional_opacity = NONE
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for(var/atom/movable/opacity_source in opacity_sources)
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if(opacity_source.flags & ON_BORDER)
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directional_opacity |= opacity_source.dir
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else // If fulltile and opaque, then the whole tile blocks view, no need to continue checking.
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directional_opacity = ALL_CARDINALS
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break
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if(. != directional_opacity && (. == ALL_CARDINALS || directional_opacity == ALL_CARDINALS))
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reconsider_lights() // The lighting system only cares whether the tile is fully concealed from all directions or not.
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/turf/proc/change_area(area/old_area, area/new_area)
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if(SSlighting.initialized)
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if(new_area.dynamic_lighting != old_area.dynamic_lighting)
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if(new_area.dynamic_lighting)
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lighting_build_overlay()
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else
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lighting_clear_overlay()
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for(var/obj/machinery/machine in contents)
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machine.reregister_machine()
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/turf/proc/generate_missing_corners()
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if(!lighting_corner_NE)
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lighting_corner_NE = new /datum/lighting_corner(src, NORTH | EAST)
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if(!lighting_corner_SE)
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lighting_corner_SE = new /datum/lighting_corner(src, SOUTH | EAST)
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if(!lighting_corner_SW)
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lighting_corner_SW = new /datum/lighting_corner(src, SOUTH | WEST)
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if(!lighting_corner_NW)
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lighting_corner_NW = new /datum/lighting_corner(src, NORTH | WEST)
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lighting_corners_initialised = TRUE
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