Files
vgstation13/code/modules/lighting/lighting_atom.dm
DamianX b46c7d3cbd Optimize server startup (#30175)
* Avoid creating objects just to delete them

* Avoid deleting turfs' floor_tiles

* defer station alert computer to initialize

* defer turf/New to initialize

* combine the two atom/New implementations to save one proc call

* Fixed maps using stupid types
2021-08-15 00:57:37 +00:00

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#define MINIMUM_USEFUL_LIGHT_RANGE 1.4
/atom
var/light_power = 1 // Intensity of the light.
var/light_range = 0 // Range in tiles of the light.
var/light_color // Hexadecimal RGB string representing the colour of the light.
var/tmp/datum/light_source/light // Our light source. Don't fuck with this directly unless you have a good reason!
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.
// The proc you should always use to set the light of this atom.
// Nonesensical value for l_color default, so we can detect if it gets set to null.
#define NONSENSICAL_VALUE -99999
/atom/proc/set_light(var/l_range, var/l_power, var/l_color = NONSENSICAL_VALUE)
if(l_range > 0 && l_range < MINIMUM_USEFUL_LIGHT_RANGE)
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.
if (l_power != null)
light_power = l_power
if (l_range != null)
light_range = l_range
if (l_color != NONSENSICAL_VALUE)
light_color = l_color
update_light()
#undef NONSENSICAL_VALUE
// Will update the light (duh).
// Creates or destroys it if needed, makes it update values, makes sure it's got the correct source turf...
/atom/proc/update_light()
set waitfor = FALSE
if (gcDestroyed)
return
if (!light_power || !light_range) // We won't emit light anyways, destroy the light source.
if(light)
light.destroy()
light = null
else
if (!istype(loc, /atom/movable)) // We choose what atom should be the top atom of the light here.
. = src
else
. = loc
if (light) // Update the light or create it if it does not exist.
light.update(.)
else
light = new/datum/light_source(src, .)
// Destroy our light source so we GC correctly.
/atom/Destroy()
if (light)
light.destroy()
light = null
. = ..()
// Should always be used to change the opacity of an atom.
// It notifies (potentially) affected light sources so they can update (if needed).
/atom/proc/set_opacity(var/new_opacity)
if (new_opacity == opacity)
return
opacity = new_opacity
var/turf/T = loc
if (!isturf(T))
return
if (new_opacity == TRUE)
T.has_opaque_atom = TRUE
T.reconsider_lights()
else
var/old_has_opaque_atom = T.has_opaque_atom
T.recalc_atom_opacity()
if (old_has_opaque_atom != T.has_opaque_atom)
T.reconsider_lights()
// This code makes the light be queued for update when it is moved.
// 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).
/atom/Entered(var/atom/movable/Obj, var/atom/OldLoc) //Implemented here because forceMove() doesn't call Move()
. = ..()
if (Obj && OldLoc != src)
for (var/datum/light_source/L in Obj.light_sources) // Cycle through the light sources on this atom and tell them to update.
L.source_atom.update_light()
/atom/Exited(var/atom/movable/Obj, var/atom/newloc)
. = ..()
if (!newloc && Obj && newloc != src) // Incase the atom is being moved to nullspace, we handle queuing for a lighting update here.
for (var/datum/light_source/L in Obj.light_sources) // Cycle through the light sources on this atom and tell them to update.
L.source_atom.update_light()