/atom/movable/lighting_object name = "" anchored = TRUE icon = LIGHTING_ICON icon_state = "transparent" color = LIGHTING_BASE_MATRIX plane = LIGHTING_PLANE mouse_opacity = MOUSE_OPACITY_TRANSPARENT layer = LIGHTING_LAYER invisibility = INVISIBILITY_LIGHTING blend_mode = BLEND_ADD var/needs_update = FALSE var/turf/myturf /atom/movable/lighting_object/Initialize(mapload) . = ..() verbs.Cut() myturf = loc if (myturf.lighting_object) qdel(myturf.lighting_object, force = TRUE) myturf.lighting_object = src myturf.luminosity = 0 for(var/turf/open/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm S.update_starlight() needs_update = TRUE GLOB.lighting_update_objects += src /atom/movable/lighting_object/Destroy(var/force) if (force) GLOB.lighting_update_objects -= src if (loc != myturf) var/turf/oldturf = get_turf(myturf) var/turf/newturf = get_turf(loc) stack_trace("A lighting object was qdeleted with a different loc then it is suppose to have ([COORD(oldturf)] -> [COORD(newturf)])") if (isturf(myturf)) myturf.lighting_object = null myturf.luminosity = 1 myturf = null return ..() else return QDEL_HINT_LETMELIVE /atom/movable/lighting_object/proc/update() if (loc != myturf) if (loc) var/turf/oldturf = get_turf(myturf) var/turf/newturf = get_turf(loc) warning("A lighting object realised it's loc had changed in update() ([myturf]\[[myturf ? myturf.type : "null"]]([COORD(oldturf)]) -> [loc]\[[ loc ? loc.type : "null"]]([COORD(newturf)]))!") qdel(src, TRUE) return // To the future coder who sees this and thinks // "Why didn't he just use a loop?" // Well my man, it's because the loop performed like shit. // And there's no way to improve it because // without a loop you can make the list all at once which is the fastest you're gonna get. // Oh it's also shorter line wise. // Including with these comments. // See LIGHTING_CORNER_DIAGONAL in lighting_corner.dm for why these values are what they are. var/static/datum/lighting_corner/dummy/dummy_lighting_corner = new var/list/corners = myturf.corners var/datum/lighting_corner/cr = dummy_lighting_corner var/datum/lighting_corner/cg = dummy_lighting_corner var/datum/lighting_corner/cb = dummy_lighting_corner var/datum/lighting_corner/ca = dummy_lighting_corner if (corners) //done this way for speed cr = corners[3] || dummy_lighting_corner cg = corners[2] || dummy_lighting_corner cb = corners[4] || dummy_lighting_corner ca = corners[1] || dummy_lighting_corner var/max = max(cr.cache_mx, cg.cache_mx, cb.cache_mx, ca.cache_mx) var/rr = cr.cache_r var/rg = cr.cache_g var/rb = cr.cache_b var/gr = cg.cache_r var/gg = cg.cache_g var/gb = cg.cache_b var/br = cb.cache_r var/bg = cb.cache_g var/bb = cb.cache_b var/ar = ca.cache_r var/ag = ca.cache_g var/ab = ca.cache_b #if LIGHTING_SOFT_THRESHOLD != 0 var/set_luminosity = max > LIGHTING_SOFT_THRESHOLD #else // Because of floating points�?, it won't even be a flat 0. // This number is mostly arbitrary. var/set_luminosity = max > 1e-6 #endif if((rr & gr & br & ar) && (rg + gg + bg + ag + rb + gb + bb + ab == 8)) //anything that passes the first case is very likely to pass the second, and addition is a little faster in this case icon_state = "transparent" color = null else if(!set_luminosity) icon_state = "dark" color = null else icon_state = null color = list( rr, rg, rb, 00, gr, gg, gb, 00, br, bg, bb, 00, ar, ag, ab, 00, 00, 00, 00, 01 ) luminosity = set_luminosity // Variety of overrides so the overlays don't get affected by weird things. /atom/movable/lighting_object/ex_act(severity) return 0 /atom/movable/lighting_object/singularity_act() return /atom/movable/lighting_object/singularity_pull() return /atom/movable/lighting_object/blob_act() return /atom/movable/lighting_object/onTransitZ() return // Override here to prevent things accidentally moving around overlays. /atom/movable/lighting_object/forceMove(atom/destination, var/no_tp=FALSE, var/harderforce = FALSE) if(harderforce) . = ..()