// Because we can control each corner of every lighting object. // And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't). // For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting. // This list is what the code that assigns corners listens to, the order in this list is the order in which corners are added to the /turf/corners list. GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST)) /datum/lighting_corner var/list/turf/masters var/list/datum/light_source/affecting // Light sources affecting us. var/active = FALSE // TRUE if one of our masters has dynamic lighting. var/x = 0 var/y = 0 var/lum_r = 0 var/lum_g = 0 var/lum_b = 0 var/needs_update = FALSE var/cache_r = LIGHTING_SOFT_THRESHOLD var/cache_g = LIGHTING_SOFT_THRESHOLD var/cache_b = LIGHTING_SOFT_THRESHOLD var/cache_mx = 0 /datum/lighting_corner/New(var/turf/new_turf, var/diagonal) . = ..() masters = list() masters[new_turf] = turn(diagonal, 180) 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. var/horizontal = diagonal & ~vertical // Now that we know the horizontal one we can get the vertical one. x = new_turf.x + (horizontal == EAST ? 0.5 : -0.5) y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5) // My initial plan was to make this loop through a list of all the dirs (horizontal, vertical, diagonal). // Issue being that the only way I could think of doing it was very messy, slow and honestly overengineered. // So we'll have this hardcode instead. var/turf/T var/i // Diagonal one is easy. T = get_step(new_turf, diagonal) if (T) // In case we're on the map's border. if (!T.corners) T.corners = list(null, null, null, null) masters[T] = diagonal i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180)) T.corners[i] = src // Now the horizontal one. T = get_step(new_turf, horizontal) if (T) // Ditto. if (!T.corners) T.corners = list(null, null, null, null) masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates. i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180)) T.corners[i] = src // And finally the vertical one. T = get_step(new_turf, vertical) if (T) if (!T.corners) T.corners = list(null, null, null, null) masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates. i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180)) T.corners[i] = src update_active() /datum/lighting_corner/proc/update_active() active = FALSE var/turf/T var/thing for (thing in masters) T = thing if (T.lighting_object) active = TRUE return // God that was a mess, now to do the rest of the corner code! Hooray! /datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b) if (!(delta_r || delta_g || delta_b)) // 0 is falsey ok return lum_r += delta_r lum_g += delta_g lum_b += delta_b if (!needs_update) needs_update = TRUE GLOB.lighting_update_corners += src /datum/lighting_corner/proc/update_objects() // Cache these values ahead of time so 4 individual lighting objects don't all calculate them individually. var/lum_r = src.lum_r var/lum_g = src.lum_g var/lum_b = src.lum_b var/mx = max(lum_r, lum_g, lum_b) // Scale it so one of them is the strongest lum, if it is above 1. . = 1 // factor if (mx > 1) . = 1 / mx #if LIGHTING_SOFT_THRESHOLD != 0 else if (mx < LIGHTING_SOFT_THRESHOLD) . = 0 // 0 means soft lighting. cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) || LIGHTING_SOFT_THRESHOLD #else cache_r = round(lum_r * ., LIGHTING_ROUND_VALUE) cache_g = round(lum_g * ., LIGHTING_ROUND_VALUE) cache_b = round(lum_b * ., LIGHTING_ROUND_VALUE) #endif cache_mx = round(mx, LIGHTING_ROUND_VALUE) for (var/TT in masters) var/turf/T = TT if (T.lighting_object && !T.lighting_object.needs_update) T.lighting_object.needs_update = TRUE GLOB.lighting_update_objects += T.lighting_object /datum/lighting_corner/dummy/New() return /datum/lighting_corner/Destroy(force) if (!force) return QDEL_HINT_LETMELIVE 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% retarded and needs his head checked. Thanks. Send them my regards by the way.") return ..()