/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/list/datum/lighting_corner/corners 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. // 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) var/datum/lighting_corner/C var/thing for (thing in corners) if(!thing) continue C = thing C.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/thing var/datum/lighting_corner/C var/datum/light_source/S for (thing in corners) if(!thing) continue C = thing if (!C.active) // We would activate the corner, calculate the lighting for it. for (thing in C.affecting) S = thing S.recalc_corner(C) C.active = TRUE // Used to get a scaled lumcount. /turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1) if (!lighting_object) return 1 var/totallums = 0 var/thing var/datum/lighting_corner/L for (thing in corners) if(!thing) continue L = thing totallums += L.lum_r + L.lum_b + L.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 !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/get_corners() if (!IS_DYNAMIC_LIGHTING(src) && !light_sources) return null if (!lighting_corners_initialised) generate_missing_corners() if (has_opaque_atom) return null // Since this proc gets used in a for loop, null won't be looped though. return corners /turf/proc/generate_missing_corners() if (!IS_DYNAMIC_LIGHTING(src) && !light_sources) return lighting_corners_initialised = TRUE if (!corners) corners = list(null, null, null, null) for (var/i = 1 to 4) if (corners[i]) // Already have a corner on this direction. continue corners[i] = new/datum/lighting_corner(src, GLOB.LIGHTING_CORNER_DIAGONAL[i])