/
lighting_turf.dm
118 lines (97 loc) · 4.06 KB
/
lighting_turf.dm
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// Causes any affecting light sources to be queued for a visibility update, for example a door got opened.
/turf/proc/reconsider_lights()
lighting_corner_NE?.vis_update()
lighting_corner_SE?.vis_update()
lighting_corner_SW?.vis_update()
lighting_corner_NW?.vis_update()
/turf/proc/lighting_clear_overlay()
if (lighting_object)
qdel(lighting_object, force=TRUE)
// Builds a lighting object for us, but only if our area is dynamic.
/turf/proc/lighting_build_overlay()
if (lighting_object)
qdel(lighting_object, force=TRUE) //Shitty fix for lighting objects persisting after death
new /datum/lighting_object(src)
// Used to get a scaled lumcount.
/turf/proc/get_lumcount(minlum = 0, maxlum = 1)
if (!lighting_object)
return 1
var/totallums = 0
var/datum/lighting_corner/L
L = lighting_corner_NE
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_SE
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_SW
if (L)
totallums += L.lum_r + L.lum_b + L.lum_g
L = lighting_corner_NW
if (L)
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)
totallums += dynamic_lumcount
return CLAMP01(totallums)
// Returns a boolean whether the turf is on soft lighting.
// Soft lighting being the threshold at which point the overlay considers
// itself as too dark to allow sight and see_in_dark becomes useful.
// So basically if this returns true the tile is unlit black.
/turf/proc/is_softly_lit()
if (!lighting_object)
return FALSE
return !(luminosity || dynamic_lumcount)
///Proc to add movable sources of opacity on the turf and let it handle lighting code.
/turf/proc/add_opacity_source(atom/movable/new_source)
LAZYADD(opacity_sources, new_source)
if(opacity)
return
recalculate_directional_opacity()
///Proc to remove movable sources of opacity on the turf and let it handle lighting code.
/turf/proc/remove_opacity_source(atom/movable/old_source)
LAZYREMOVE(opacity_sources, old_source)
if(opacity) //Still opaque, no need to worry on updating.
return
recalculate_directional_opacity()
///Calculate on which directions this turfs block view.
/turf/proc/recalculate_directional_opacity()
. = directional_opacity
if(opacity)
directional_opacity = ALL_CARDINALS
if(. != directional_opacity)
reconsider_lights()
return
directional_opacity = NONE
if(opacity_sources)
for(var/atom/movable/opacity_source as anything in opacity_sources)
if(opacity_source.flags_1 & ON_BORDER_1)
directional_opacity |= opacity_source.dir
else //If fulltile and opaque, then the whole tile blocks view, no need to continue checking.
directional_opacity = ALL_CARDINALS
break
if(. != directional_opacity && (. == ALL_CARDINALS || directional_opacity == ALL_CARDINALS))
reconsider_lights() //The lighting system only cares whether the tile is fully concealed from all directions or not.
///Transfer the lighting of one area to another
/turf/proc/transfer_area_lighting(area/old_area, area/new_area)
if(SSlighting.initialized && !space_lit)
if (new_area.static_lighting != old_area.static_lighting)
if (new_area.static_lighting)
lighting_build_overlay()
else
lighting_clear_overlay()
// We will only run this logic on turfs off the prime z layer
// Since on the prime z layer, we use an overlay on the area instead, to save time
if(SSmapping.z_level_to_plane_offset[z])
var/index = SSmapping.z_level_to_plane_offset[z] + 1
//Inherit overlay of new area
if(old_area.lighting_effects)
cut_overlay(old_area.lighting_effects[index])
if(new_area.lighting_effects)
add_overlay(new_area.lighting_effects[index])
// Manage removing/adding starlight overlays, we'll inherit from the area so we can drop it if the area has it already
if(space_lit)
if(!new_area.lighting_effects && old_area.lighting_effects)
overlays += GLOB.starlight_overlays[GET_TURF_PLANE_OFFSET(src) + 1]
else if (new_area.lighting_effects && !old_area.lighting_effects)
overlays -= GLOB.starlight_overlays[GET_TURF_PLANE_OFFSET(src) + 1]