mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
97 lines
2.9 KiB
Plaintext
97 lines
2.9 KiB
Plaintext
/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_overlay/lighting_overlay // Our lighting overlay.
|
|
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()
|
|
for (var/datum/light_source/L in affecting_lights)
|
|
L.vis_update()
|
|
|
|
/turf/proc/lighting_clear_overlay()
|
|
if (lighting_overlay)
|
|
qdel(lighting_overlay)
|
|
|
|
for (var/datum/lighting_corner/C in corners)
|
|
C.update_active()
|
|
|
|
// Builds a lighting overlay for us, but only if our area is dynamic.
|
|
/turf/proc/lighting_build_overlay()
|
|
if (lighting_overlay)
|
|
return
|
|
|
|
var/area/A = loc
|
|
if (A.dynamic_lighting)
|
|
if (!lighting_corners_initialised)
|
|
generate_missing_corners()
|
|
|
|
new /atom/movable/lighting_overlay(src)
|
|
|
|
for (var/datum/lighting_corner/C in corners)
|
|
if (!C.active) // We would activate the corner, calculate the lighting for it.
|
|
for (var/L in C.affecting)
|
|
var/datum/light_source/S = L
|
|
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_overlay)
|
|
return 0.5
|
|
|
|
var/totallums = 0
|
|
for (var/datum/lighting_corner/L in corners)
|
|
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)
|
|
|
|
// Can't think of a good name, this proc will recalculate the has_opaque_atom variable.
|
|
/turf/proc/recalc_atom_opacity()
|
|
has_opaque_atom = FALSE
|
|
for (var/atom/A in src.contents + src) // Loop through every movable atom on our tile PLUS ourselves (we matter too...)
|
|
if (A.opacity)
|
|
has_opaque_atom = TRUE
|
|
|
|
/turf/Exited(var/atom/movable/Obj, var/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/change_area(var/area/old_area, var/area/new_area)
|
|
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 (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()
|
|
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, LIGHTING_CORNER_DIAGONAL[i])
|