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S.P.L.U.R.T-Station-13/code/modules/lighting/lighting_turf.dm
kevinz000 e9068f05eb let's play the optimization game featuring lighting (#12310)
* debug proc

* kinda quirky

* let's play the lighting game

* let's play the macro game

* let's play the refactor game

* let's play the optimization game

* let's play the optimization game x2

* yeehaw

* e

* let's play the memory game

* fix

* lighting fix

* sanitization and checks

* mh

* hotkeys fix

* ok
2020-05-23 22:47:42 +02:00

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/turf
var/dynamic_lighting = TRUE
luminosity = 1
var/tmp/lighting_corners_initialised = FALSE
var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf.
var/tmp/atom/movable/lighting_object/lighting_object // Our lighting object.
var/tmp/datum/lighting_corner/lc_topleft
var/tmp/datum/lighting_corner/lc_topright
var/tmp/datum/lighting_corner/lc_bottomleft
var/tmp/datum/lighting_corner/lc_bottomright
var/tmp/has_opaque_atom = FALSE // Not to be confused with opacity, this will be TRUE if there's any opaque atom on the tile.
// counterclockwisse 0 to 360
#define PROC_ON_CORNERS(operation) lc_topright?.##operation;lc_bottomright?.##operation;lc_bottomleft?.##operation;lc_topleft?.##operation
// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
/turf/proc/reconsider_lights()
var/datum/light_source/L
var/thing
for (thing in affecting_lights)
L = thing
L.vis_update()
/turf/proc/lighting_clear_overlay()
if (lighting_object)
qdel(lighting_object, TRUE)
PROC_ON_CORNERS(update_active())
// 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
var/area/A = loc
if (!IS_DYNAMIC_LIGHTING(A) && !light_sources)
return
if (!lighting_corners_initialised)
generate_missing_corners()
new/atom/movable/lighting_object(src)
var/datum/light_source/S
var/i
#define OPERATE(corner) \
if(corner && !corner.active) { \
for(i in corner.affecting) { \
S = i ; \
S.recalc_corner(corner) \
} \
corner.active = TRUE \
}
OPERATE(lc_topright)
OPERATE(lc_bottomright)
OPERATE(lc_bottomleft)
OPERATE(lc_topleft)
#undef OPERATE
// Used to get a scaled lumcount.
/turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1)
if(!lighting_object)
return 1
var/totallums = (lc_topright? (lc_topright.lum_r + lc_topright.lum_g + lc_topright.lum_b) : 0) \
+ (lc_bottomright? (lc_bottomright.lum_r + lc_bottomright.lum_g + lc_bottomright.lum_b) : 0) \
+ (lc_bottomleft? (lc_bottomleft.lum_r + lc_bottomleft.lum_g + lc_bottomleft.lum_b) : 0) \
+ (lc_topleft? (lc_topleft.lum_r + lc_topleft.lum_g + lc_topleft.lum_b) : 0)
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 !lighting_object.luminosity
// Can't think of a good name, this proc will recalculate the has_opaque_atom variable.
/turf/proc/recalc_atom_opacity()
has_opaque_atom = opacity
if (!has_opaque_atom)
for (var/atom/A in src.contents) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
if (A.opacity)
has_opaque_atom = TRUE
break
/turf/Exited(atom/movable/Obj, atom/newloc)
. = ..()
if (Obj && Obj.opacity)
recalc_atom_opacity() // Make sure to do this before reconsider_lights(), incase we're on instant updates.
reconsider_lights()
/turf/proc/change_area(var/area/old_area, var/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()
/turf/proc/generate_missing_corners()
if (!IS_DYNAMIC_LIGHTING(src) && !light_sources)
return
lighting_corners_initialised = TRUE
// counterclockwise from 0 to 360.
if(!lc_topright)
new /datum/lighting_corner(src, NORTHEAST)
if(!lc_bottomright)
new /datum/lighting_corner(src, SOUTHEAST)
if(!lc_bottomleft)
new /datum/lighting_corner(src, SOUTHWEST)
if(!lc_topleft)
new /datum/lighting_corner(src, NORTHWEST)
#undef PROC_ON_CORNERS