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95 lines
3.3 KiB
Plaintext
95 lines
3.3 KiB
Plaintext
#define MINIMUM_USEFUL_LIGHT_RANGE 1.4
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/atom
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var/light_power = 1 // Intensity of the light.
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var/light_range = 0 // Range in tiles of the light.
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var/light_color // Hexadecimal RGB string representing the colour of the light.
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var/tmp/datum/light_source/light // Our light source. Don't fuck with this directly unless you have a good reason!
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var/tmp/list/light_sources // Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
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// The proc you should always use to set the light of this atom.
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// Nonesensical value for l_color default, so we can detect if it gets set to null.
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#define NONSENSICAL_VALUE -99999
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/atom/proc/set_light(var/l_range, var/l_power, var/l_color = NONSENSICAL_VALUE)
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if(l_range > 0 && l_range < MINIMUM_USEFUL_LIGHT_RANGE)
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l_range = MINIMUM_USEFUL_LIGHT_RANGE //Brings the range up to 1.4, which is just barely brighter than the soft lighting that surrounds players.
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if (l_power != null)
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light_power = l_power
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if (l_range != null)
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light_range = l_range
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if (l_color != NONSENSICAL_VALUE)
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light_color = l_color
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update_light()
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#undef NONSENSICAL_VALUE
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// Will update the light (duh).
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// Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf...
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/atom/proc/update_light()
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set waitfor = FALSE
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if (gcDestroyed)
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return
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if (!light_power || !light_range) // We won't emit light anyways, destroy the light source.
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if(light)
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light.destroy()
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light = null
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else
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if (!istype(loc, /atom/movable)) // We choose what atom should be the top atom of the light here.
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. = src
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else
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. = loc
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if (light) // Update the light or create it if it does not exist.
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light.update(.)
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else
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light = new/datum/light_source(src, .)
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// Destroy our light source so we GC correctly.
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/atom/Destroy()
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if (light)
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light.destroy()
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light = null
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. = ..()
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// Should always be used to change the opacity of an atom.
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// It notifies (potentially) affected light sources so they can update (if needed).
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/atom/proc/set_opacity(var/new_opacity)
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if (new_opacity == opacity)
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return
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opacity = new_opacity
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var/turf/T = loc
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if (!isturf(T))
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return
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if (new_opacity == TRUE)
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T.has_opaque_atom = TRUE
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T.reconsider_lights()
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else
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var/old_has_opaque_atom = T.has_opaque_atom
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T.recalc_atom_opacity()
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if (old_has_opaque_atom != T.has_opaque_atom)
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T.reconsider_lights()
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// This code makes the light be queued for update when it is moved.
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// Entered() should handle it, however Exited() can do it if it is being moved to nullspace (as there would be no Entered() call in that situation).
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/atom/Entered(var/atom/movable/Obj, var/atom/OldLoc) //Implemented here because forceMove() doesn't call Move()
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. = ..()
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if (Obj && OldLoc != src)
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for (var/datum/light_source/L in Obj.light_sources) // Cycle through the light sources on this atom and tell them to update.
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L.source_atom.update_light()
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/atom/Exited(var/atom/movable/Obj, var/atom/newloc)
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. = ..()
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if (!newloc && Obj && newloc != src) // Incase the atom is being moved to nullspace, we handle queuing for a lighting update here.
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for (var/datum/light_source/L in Obj.light_sources) // Cycle through the light sources on this atom and tell them to update.
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L.source_atom.update_light()
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