let's play the optimization game featuring lighting (#12310)
* debug proc * kinda quirky * let's play the lighting game * let's play the macro game * let's play the refactor game * let's play the optimization game * let's play the optimization game x2 * yeehaw * e * let's play the memory game * fix * lighting fix * sanitization and checks * mh * hotkeys fix * ok
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@@ -2,11 +2,11 @@
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// And corners get shared between multiple turfs (unless you're on the corners of the map, then 1 corner doesn't).
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// For the record: these should never ever ever be deleted, even if the turf doesn't have dynamic lighting.
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// This list is what the code that assigns corners listens to, the order in this list is the order in which corners are added to the /turf/corners list.
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GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST, NORTHWEST))
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/datum/lighting_corner
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var/list/turf/masters
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var/turf/northeast
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var/turf/northwest
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var/turf/southeast
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var/turf/southwest
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var/list/datum/light_source/affecting // Light sources affecting us.
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var/active = FALSE // TRUE if one of our masters has dynamic lighting.
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@@ -25,10 +25,18 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
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var/cache_b = LIGHTING_SOFT_THRESHOLD
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var/cache_mx = 0
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/datum/lighting_corner/New(var/turf/new_turf, var/diagonal)
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// Diagonal is our direction FROM them, not to.
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/datum/lighting_corner/New(turf/new_turf, diagonal)
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. = ..()
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masters = list()
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masters[new_turf] = turn(diagonal, 180)
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#define SET_DIAGONAL(turf, diagonal) \
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switch(diagonal){ \
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if(SOUTHWEST) { northeast = turf; turf.lc_bottomleft = src; } \
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if(SOUTHEAST) { northwest = turf; turf.lc_bottomright = src; } \
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if(NORTHEAST) { southwest = turf; turf.lc_topright = src; } \
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if(NORTHWEST) { southeast = turf; turf.lc_topleft = src; } \
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}
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SET_DIAGONAL(new_turf, diagonal)
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z = new_turf.z
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var/vertical = diagonal & ~(diagonal - 1) // The horizontal directions (4 and 8) are bigger than the vertical ones (1 and 2), so we can reliably say the lsb is the horizontal direction.
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@@ -37,52 +45,28 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
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x = new_turf.x + (horizontal == EAST ? 0.5 : -0.5)
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y = new_turf.y + (vertical == NORTH ? 0.5 : -0.5)
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// My initial plan was to make this loop through a list of all the dirs (horizontal, vertical, diagonal).
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// Issue being that the only way I could think of doing it was very messy, slow and honestly overengineered.
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// So we'll have this hardcode instead.
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var/turf/T
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var/i
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// Diagonal one is easy.
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// Build diagonal one
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T = get_step(new_turf, diagonal)
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if (T) // In case we're on the map's border.
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if (!T.corners)
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T.corners = list(null, null, null, null)
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masters[T] = diagonal
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i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(diagonal, 180))
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T.corners[i] = src
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// Now the horizontal one.
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if(T)
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SET_DIAGONAL(T, turn(diagonal, 180))
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// Build horizontal
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T = get_step(new_turf, horizontal)
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if (T) // Ditto.
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if (!T.corners)
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T.corners = list(null, null, null, null)
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masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
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i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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T.corners[i] = src
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// And finally the vertical one.
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if(T)
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SET_DIAGONAL(T, turn(((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH), 180))
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// Build vertical
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T = get_step(new_turf, vertical)
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if (T)
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if (!T.corners)
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T.corners = list(null, null, null, null)
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masters[T] = ((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH) // Get the dir based on coordinates.
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i = GLOB.LIGHTING_CORNER_DIAGONAL.Find(turn(masters[T], 180))
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T.corners[i] = src
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if(T)
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SET_DIAGONAL(T, turn(((T.x > x) ? EAST : WEST) | ((T.y > y) ? NORTH : SOUTH), 180))
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update_active()
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#undef SET_DIAGONAL
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/datum/lighting_corner/proc/update_active()
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active = FALSE
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var/turf/T
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var/thing
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for (thing in masters)
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T = thing
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if (T.lighting_object)
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active = TRUE
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if(northeast?.lighting_object || northwest?.lighting_object || southeast?.lighting_object || southwest?.lighting_object)
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active = TRUE
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// God that was a mess, now to do the rest of the corner code! Hooray!
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/datum/lighting_corner/proc/update_lumcount(var/delta_r, var/delta_g, var/delta_b)
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@@ -122,13 +106,12 @@ GLOBAL_LIST_INIT(LIGHTING_CORNER_DIAGONAL, list(NORTHEAST, SOUTHEAST, SOUTHWEST,
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#endif
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cache_mx = round(mx, LIGHTING_ROUND_VALUE)
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for (var/TT in masters)
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var/turf/T = TT
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if (T.lighting_object)
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if (!T.lighting_object.needs_update)
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T.lighting_object.needs_update = TRUE
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GLOB.lighting_update_objects += T.lighting_object
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#define QUEUE(turf) if(turf?.lighting_object && !turf.lighting_object.needs_update) { turf.lighting_object.needs_update = TRUE; GLOB.lighting_update_objects += turf.lighting_object }
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QUEUE(northeast)
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QUEUE(northwest)
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QUEUE(southeast)
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QUEUE(southwest)
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#undef QUEUE
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/datum/lighting_corner/dummy/New()
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return
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