SUBSYSTEM_DEF(lighting) name = "Lighting" wait = 2 init_order = INIT_ORDER_LIGHTING flags = SS_TICKER var/static/list/sources_queue = list() // List of lighting sources queued for update. var/static/list/corners_queue = list() // List of lighting corners queued for update. var/static/list/objects_queue = list() // List of lighting objects queued for update. /datum/controller/subsystem/lighting/stat_entry() ..("L:[length(sources_queue)]|C:[length(corners_queue)]|O:[length(objects_queue)]") /datum/controller/subsystem/lighting/Initialize(timeofday) if(!initialized) if (CONFIG_GET(flag/starlight)) for(var/I in GLOB.sortedAreas) var/area/A = I if (A.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT) A.luminosity = 0 create_all_lighting_objects() initialized = TRUE fire(FALSE, TRUE) return ..() /datum/controller/subsystem/lighting/fire(resumed, init_tick_checks) MC_SPLIT_TICK_INIT(3) if(!init_tick_checks) MC_SPLIT_TICK var/list/queue = sources_queue var/i = 0 for (i in 1 to length(queue)) var/datum/light_source/L = queue[i] L.update_corners() L.needs_update = LIGHTING_NO_UPDATE if(init_tick_checks) CHECK_TICK else if (MC_TICK_CHECK) break if (i) queue.Cut(1, i+1) i = 0 if(!init_tick_checks) MC_SPLIT_TICK queue = corners_queue for (i in 1 to length(queue)) var/datum/lighting_corner/C = queue[i] C.update_objects() C.needs_update = FALSE if(init_tick_checks) CHECK_TICK else if (MC_TICK_CHECK) break if (i) queue.Cut(1, i+1) i = 0 if(!init_tick_checks) MC_SPLIT_TICK queue = objects_queue for (i in 1 to length(queue)) var/atom/movable/lighting_object/O = queue[i] if (QDELETED(O)) continue O.update() O.needs_update = FALSE if(init_tick_checks) CHECK_TICK else if (MC_TICK_CHECK) break if (i) queue.Cut(1, i+1) /datum/controller/subsystem/lighting/Recover() initialized = SSlighting.initialized ..()