mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
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* 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
127 lines
4.2 KiB
Plaintext
127 lines
4.2 KiB
Plaintext
// Because we can control each corner of every lighting object.
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// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
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// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
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/datum/lighting_corner
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var/turf/northeast
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var/turf/northwest
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var/turf/southeast
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var/turf/southwest
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var/list/datum/light_source/affecting // Light sources affecting us.
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var/active = FALSE // TRUE if one of our masters has dynamic lighting.
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var/x = 0
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var/y = 0
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var/z = 0
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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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var/cache_r = LIGHTING_SOFT_THRESHOLD
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var/cache_g = LIGHTING_SOFT_THRESHOLD
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var/cache_b = LIGHTING_SOFT_THRESHOLD
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var/cache_mx = 0
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// Diagonal is our direction FROM them, not to.
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/datum/lighting_corner/New(turf/new_turf, diagonal)
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. = ..()
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#define SET_DIAGONAL(turf, diagonal) \
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switch(diagonal){ \
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if(SOUTHWEST) { northeast = turf; turf.lc_bottomleft = src; } \
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if(SOUTHEAST) { northwest = turf; turf.lc_bottomright = src; } \
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if(NORTHEAST) { southwest = turf; turf.lc_topright = src; } \
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if(NORTHWEST) { southeast = turf; turf.lc_topleft = src; } \
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}
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SET_DIAGONAL(new_turf, diagonal)
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z = new_turf.z
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var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
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var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one.
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x = new_turf.x + (horizontal == EAST ? 0.5 : -0.5)
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y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5)
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var/turf/T
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// Build diagonal one
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T = get_step(new_turf, diagonal)
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if(T)
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SET_DIAGONAL(T, turn(diagonal, 180))
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// Build horizontal
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T = get_step(new_turf, horizontal)
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if(T)
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SET_DIAGONAL(T, turn(((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH), 180))
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// Build vertical
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T = get_step(new_turf, vertical)
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if(T)
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SET_DIAGONAL(T, turn(((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH), 180))
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update_active()
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#undef SET_DIAGONAL
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/datum/lighting_corner/proc/update_active()
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active = FALSE
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if(northeast?.lighting_object || northwest?.lighting_object || southeast?.lighting_object || southwest?.lighting_object)
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active = TRUE
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// God that was a mess, now to do the rest of the corner code! Hooray!
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/datum/lighting_corner/proc/update_lumcount(var/delta_r, var/delta_g, var/delta_b)
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if ((abs(delta_r)+abs(delta_g)+abs(delta_b)) == 0)
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return
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lum_r += delta_r
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lum_g += delta_g
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lum_b += delta_b
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if (!needs_update)
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needs_update = TRUE
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GLOB.lighting_update_corners += src
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/datum/lighting_corner/proc/update_objects()
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// Cache these values a head of time so 4 individual lighting objects don't all calculate them individually.
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var/lum_r = src.lum_r
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var/lum_g = src.lum_g
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var/lum_b = src.lum_b
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var/mx = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1.
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. = 1 // factor
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if (mx > 1)
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. = 1 / mx
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#if LIGHTING_SOFT_THRESHOLD != 0
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else if (mx < LIGHTING_SOFT_THRESHOLD)
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. = 0 // 0 means soft lighting.
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD
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#else
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cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE)
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cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE)
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cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE)
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#endif
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cache_mx = round(mx, LIGHTING_ROUND_VALUE)
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#define QUEUE(turf) if(turf?.lighting_object && !turf.lighting_object.needs_update) { turf.lighting_object.needs_update = TRUE; GLOB.lighting_update_objects += turf.lighting_object }
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QUEUE(northeast)
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QUEUE(northwest)
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QUEUE(southeast)
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QUEUE(southwest)
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#undef QUEUE
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/datum/lighting_corner/dummy/New()
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return
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/datum/lighting_corner/Destroy(var/force)
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if (!force)
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return QDEL_HINT_LETMELIVE
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stack_trace("Ok, Look, /tg/, I need you to find whatever fucker decided to call qdel on a fucking lighting corner, then tell him very nicely and politely that he is 100% stupid and needs his head checked. Thanks. Send them my regards by the way.")
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return ..()
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