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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@@ -6,9 +6,15 @@
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var/tmp/list/datum/light_source/affecting_lights // List of light sources affecting this turf.
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var/tmp/atom/movable/lighting_object/lighting_object // Our lighting object.
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var/tmp/list/datum/lighting_corner/corners
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var/tmp/datum/lighting_corner/lc_topleft
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var/tmp/datum/lighting_corner/lc_topright
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var/tmp/datum/lighting_corner/lc_bottomleft
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var/tmp/datum/lighting_corner/lc_bottomright
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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.
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// counterclockwisse 0 to 360
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#define PROC_ON_CORNERS(operation) lc_topright?.##operation;lc_bottomright?.##operation;lc_bottomleft?.##operation;lc_topleft?.##operation
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// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
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/turf/proc/reconsider_lights()
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var/datum/light_source/L
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@@ -21,13 +27,7 @@
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if (lighting_object)
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qdel(lighting_object, TRUE)
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var/datum/lighting_corner/C
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var/thing
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for (thing in corners)
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if(!thing)
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continue
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C = thing
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C.update_active()
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PROC_ON_CORNERS(update_active())
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// Builds a lighting object for us, but only if our area is dynamic.
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/turf/proc/lighting_build_overlay()
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@@ -43,32 +43,31 @@
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new/atom/movable/lighting_object(src)
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var/thing
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var/datum/lighting_corner/C
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var/datum/light_source/S
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for (thing in corners)
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if(!thing)
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continue
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C = thing
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if (!C.active) // We would activate the corner, calculate the lighting for it.
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for (thing in C.affecting)
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S = thing
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S.recalc_corner(C)
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C.active = TRUE
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var/i
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#define OPERATE(corner) \
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if(corner && !corner.active) { \
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for(i in corner.affecting) { \
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S = i ; \
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S.recalc_corner(corner) \
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} \
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corner.active = TRUE \
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}
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OPERATE(lc_topright)
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OPERATE(lc_bottomright)
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OPERATE(lc_bottomleft)
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OPERATE(lc_topleft)
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#undef OPERATE
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// Used to get a scaled lumcount.
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/turf/proc/get_lumcount(var/minlum = 0, var/maxlum = 1)
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if (!lighting_object)
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if(!lighting_object)
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return 1
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var/totallums = 0
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var/thing
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var/datum/lighting_corner/L
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for (thing in corners)
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if(!thing)
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continue
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L = thing
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totallums += L.lum_r + L.lum_b + L.lum_g
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var/totallums = (lc_topright? (lc_topright.lum_r + lc_topright.lum_g + lc_topright.lum_b) : 0) \
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+ (lc_bottomright? (lc_bottomright.lum_r + lc_bottomright.lum_g + lc_bottomright.lum_b) : 0) \
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+ (lc_bottomleft? (lc_bottomleft.lum_r + lc_bottomleft.lum_g + lc_bottomleft.lum_b) : 0) \
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+ (lc_topleft? (lc_topleft.lum_r + lc_topleft.lum_g + lc_topleft.lum_b) : 0)
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totallums /= 12 // 4 corners, each with 3 channels, get the average.
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@@ -110,27 +109,18 @@
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else
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lighting_clear_overlay()
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/turf/proc/get_corners()
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if (!IS_DYNAMIC_LIGHTING(src) && !light_sources)
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return null
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if (!lighting_corners_initialised)
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generate_missing_corners()
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if (has_opaque_atom)
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return null // Since this proc gets used in a for loop, null won't be looped though.
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return corners
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/turf/proc/generate_missing_corners()
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if (!IS_DYNAMIC_LIGHTING(src) && !light_sources)
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return
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lighting_corners_initialised = TRUE
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if (!corners)
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corners = list(null, null, null, null)
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for (var/i = 1 to 4)
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if (corners[i]) // Already have a corner on this direction.
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continue
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corners[i] = new/datum/lighting_corner(src, GLOB.LIGHTING_CORNER_DIAGONAL[i])
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// counterclockwise from 0 to 360.
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if(!lc_topright)
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new /datum/lighting_corner(src, NORTHEAST)
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if(!lc_bottomright)
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new /datum/lighting_corner(src, SOUTHEAST)
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if(!lc_bottomleft)
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new /datum/lighting_corner(src, SOUTHWEST)
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if(!lc_topleft)
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new /datum/lighting_corner(src, NORTHWEST)
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#undef PROC_ON_CORNERS
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