mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 01:52:15 +00:00
Ports a refactor of diagonal smoothing underlays from /tg/, fixes a bug where diagonal smoothing did not work on shuttle walls, and updates shuttle walls to use the generic smoothing instead of mapped in icon states. Fixes issues with shuttle corners not showing the correct underlay.
407 lines
11 KiB
Plaintext
407 lines
11 KiB
Plaintext
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//generic (by snowflake) tile smoothing code; smooth your icons with this!
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/*
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Each tile is divided in 4 corners, each corner has an image associated to it; the tile is then overlayed by these 4 images
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To use this, just set your atom's 'smooth' var to 1. If your atom can be moved/unanchored, set its 'can_be_unanchored' var to 1.
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If you don't want your atom's icon to smooth with anything but atoms of the same type, set the list 'canSmoothWith' to null;
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Otherwise, put all types you want the atom icon to smooth with in 'canSmoothWith' INCLUDING THE TYPE OF THE ATOM ITSELF.
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Each atom has its own icon file with all the possible corner states. See ExampleInput.dmi in tools/SS13SmoothingCutter for a template.
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DIAGONAL SMOOTHING INSTRUCTIONS
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To make your atom smooth diagonally you need all the proper icon states (see 'tools/SS13SmoothingCutter/ExampleDiagInput.dmi' for a template) and
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to add the 'SMOOTH_DIAGONAL' flag to the atom's smooth var (in addition to either SMOOTH_TRUE or SMOOTH_MORE).
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For turfs, what appears under the diagonal corners depends on the turf that was in the same position previously: if you make a wall on
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a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space.
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If you wish to map a diagonal wall corner with a fixed underlay, you must configure the turf's 'fixed_underlay' list var, like so:
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fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename")
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A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is
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not set properly, the underlay will default to regular floor plating.
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*/
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//Redefinitions of the diagonal directions so they can be stored in one var without conflicts
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#define N_NORTH 2
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#define N_SOUTH 4
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#define N_EAST 16
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#define N_WEST 256
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#define N_NORTHEAST 32
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#define N_NORTHWEST 512
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#define N_SOUTHEAST 64
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#define N_SOUTHWEST 1024
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#define SMOOTH_FALSE 0 //not smooth
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#define SMOOTH_TRUE 1 //smooths with exact specified types or just itself
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#define SMOOTH_MORE 2 //smooths with all subtypes of specified types or just itself (this value can replace SMOOTH_TRUE)
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#define SMOOTH_DIAGONAL 4 //if atom should smooth diagonally, this should be present in 'smooth' var
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#define SMOOTH_BORDER 8 //atom will smooth with the borders of the map
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#define SMOOTH_QUEUED 16 //atom is currently queued to smooth.
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#define NULLTURF_BORDER 123456789
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#define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi'
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#define DEFAULT_UNDERLAY_ICON_STATE "plating"
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#define DEFAULT_UNDERLAY_IMAGE image(DEFAULT_UNDERLAY_ICON, DEFAULT_UNDERLAY_ICON_STATE)
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/atom
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var/smooth = SMOOTH_FALSE
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var/tmp/top_left_corner
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var/tmp/top_right_corner
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var/tmp/bottom_left_corner
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var/tmp/bottom_right_corner
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var/list/canSmoothWith = null // TYPE PATHS I CAN SMOOTH WITH~~~~~ If this is null and atom is smooth, it smooths only with itself
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/atom/movable
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var/can_be_unanchored = 0
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/turf
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var/list/fixed_underlay
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var/smooth_underlays // Determines if we should attempt to generate turf underlays for this type.
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/turf/simulated/shuttle/wall
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smooth_underlays = TRUE
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/turf/simulated/wall
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smooth_underlays = TRUE
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/turf/unsimulated/wall
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smooth_underlays = TRUE
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/proc/calculate_adjacencies(atom/A)
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if(!A.loc)
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return 0
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var/adjacencies = 0
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var/atom/movable/AM
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if(istype(A, /atom/movable))
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AM = A
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if(AM.can_be_unanchored && !AM.anchored)
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return 0
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for(var/direction in cardinal)
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AM = find_type_in_direction(A, direction)
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if(AM == NULLTURF_BORDER)
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if((A.smooth & SMOOTH_BORDER))
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adjacencies |= 1 << direction
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= 1 << direction
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if(adjacencies & N_NORTH)
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if(adjacencies & N_WEST)
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AM = find_type_in_direction(A, NORTHWEST)
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if(AM == NULLTURF_BORDER)
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if((A.smooth & SMOOTH_BORDER))
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adjacencies |= N_NORTHWEST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_NORTHWEST
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if(adjacencies & N_EAST)
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AM = find_type_in_direction(A, NORTHEAST)
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if(AM == NULLTURF_BORDER)
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if((A.smooth & SMOOTH_BORDER))
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adjacencies |= N_NORTHEAST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_NORTHEAST
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if(adjacencies & N_SOUTH)
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if(adjacencies & N_WEST)
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AM = find_type_in_direction(A, SOUTHWEST)
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if(AM == NULLTURF_BORDER)
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if((A.smooth & SMOOTH_BORDER))
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adjacencies |= N_SOUTHWEST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_SOUTHWEST
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if(adjacencies & N_EAST)
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AM = find_type_in_direction(A, SOUTHEAST)
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if(AM == NULLTURF_BORDER)
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if((A.smooth & SMOOTH_BORDER))
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adjacencies |= N_SOUTHEAST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_SOUTHEAST
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return adjacencies
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//do not use, use queue_smooth(atom)
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/proc/smooth_icon(atom/A)
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if(!A || !A.smooth)
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return
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A.smooth &= ~SMOOTH_QUEUED
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if (!A.z)
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return
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if(QDELETED(A))
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return
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if((A.smooth & SMOOTH_TRUE) || (A.smooth & SMOOTH_MORE))
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var/adjacencies = calculate_adjacencies(A)
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if(A.smooth & SMOOTH_DIAGONAL)
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A.diagonal_smooth(adjacencies)
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else
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cardinal_smooth(A, adjacencies)
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/atom/proc/diagonal_smooth(adjacencies)
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switch(adjacencies)
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if(N_NORTH|N_WEST)
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replace_smooth_overlays("d-se","d-se-0")
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if(N_NORTH|N_EAST)
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replace_smooth_overlays("d-sw","d-sw-0")
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if(N_SOUTH|N_WEST)
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replace_smooth_overlays("d-ne","d-ne-0")
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if(N_SOUTH|N_EAST)
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replace_smooth_overlays("d-nw","d-nw-0")
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if(N_NORTH|N_WEST|N_NORTHWEST)
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replace_smooth_overlays("d-se","d-se-1")
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if(N_NORTH|N_EAST|N_NORTHEAST)
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replace_smooth_overlays("d-sw","d-sw-1")
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if(N_SOUTH|N_WEST|N_SOUTHWEST)
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replace_smooth_overlays("d-ne","d-ne-1")
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if(N_SOUTH|N_EAST|N_SOUTHEAST)
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replace_smooth_overlays("d-nw","d-nw-1")
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else
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cardinal_smooth(src, adjacencies)
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return
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icon_state = ""
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return adjacencies
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/turf/diagonal_smooth(adjacencies)
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adjacencies = reverse_ndir(..())
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if (smooth_underlays && adjacencies)
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// This should be a mutable_appearance, but we're still on 510.
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// Alas.
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var/image/underlay_appearance = image(layer = TURF_LAYER)
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var/list/U = list(underlay_appearance)
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if(fixed_underlay)
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if(fixed_underlay["space"])
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var/istate = "[((x + y) ^ ~(x * y) + z) % 25]"
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underlay_appearance.icon = 'icons/turf/space.dmi'
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underlay_appearance.icon_state = istate
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var/image/dust = image('icons/turf/space_parallax1.dmi', istate)
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dust.plane = PLANE_SPACE_DUST
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dust.alpha = 80
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dust.blend_mode = BLEND_ADD
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U += dust
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else
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underlay_appearance.icon = fixed_underlay["icon"]
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underlay_appearance.icon_state = fixed_underlay["icon_state"]
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else
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var/turned_adjacency = turn(adjacencies, 180)
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var/turf/T = get_step(src, turned_adjacency)
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if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
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T = get_step(src, turn(adjacencies, 135))
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if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
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T = get_step(src, turn(adjacencies, 225))
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//if all else fails, ask our own turf
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if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) && !get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
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underlay_appearance.icon = DEFAULT_UNDERLAY_ICON
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underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE
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underlays = U
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/proc/cardinal_smooth(atom/A, adjacencies)
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//NW CORNER
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var/nw = "1-i"
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if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
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if(adjacencies & N_NORTHWEST)
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nw = "1-f"
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else
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nw = "1-nw"
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else
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if(adjacencies & N_NORTH)
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nw = "1-n"
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else if(adjacencies & N_WEST)
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nw = "1-w"
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//NE CORNER
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var/ne = "2-i"
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if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
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if(adjacencies & N_NORTHEAST)
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ne = "2-f"
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else
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ne = "2-ne"
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else
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if(adjacencies & N_NORTH)
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ne = "2-n"
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else if(adjacencies & N_EAST)
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ne = "2-e"
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//SW CORNER
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var/sw = "3-i"
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if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
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if(adjacencies & N_SOUTHWEST)
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sw = "3-f"
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else
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sw = "3-sw"
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else
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if(adjacencies & N_SOUTH)
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sw = "3-s"
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else if(adjacencies & N_WEST)
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sw = "3-w"
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//SE CORNER
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var/se = "4-i"
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if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
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if(adjacencies & N_SOUTHEAST)
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se = "4-f"
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else
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se = "4-se"
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else
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if(adjacencies & N_SOUTH)
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se = "4-s"
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else if(adjacencies & N_EAST)
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se = "4-e"
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var/list/New
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if(A.top_left_corner != nw)
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A.cut_overlay(A.top_left_corner)
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A.top_left_corner = nw
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LAZYADD(New, nw)
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if(A.top_right_corner != ne)
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A.cut_overlay(A.top_right_corner)
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A.top_right_corner = ne
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LAZYADD(New, ne)
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if(A.bottom_right_corner != sw)
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A.cut_overlay(A.bottom_right_corner)
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A.bottom_right_corner = sw
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LAZYADD(New, sw)
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if(A.bottom_left_corner != se)
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A.cut_overlay(A.bottom_left_corner)
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A.bottom_left_corner = se
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LAZYADD(New, se)
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if(New)
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A.add_overlay(New)
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A.icon_state = ""
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/proc/find_type_in_direction(atom/source, direction)
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var/turf/target_turf = get_step(source, direction)
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if(!target_turf)
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return NULLTURF_BORDER
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if(source.canSmoothWith)
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var/atom/A
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if(source.smooth & SMOOTH_MORE)
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for(var/a_type in source.canSmoothWith)
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if( istype(target_turf, a_type) )
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return target_turf
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A = locate(a_type) in target_turf
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if(A)
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return A
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return null
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for(var/a_type in source.canSmoothWith)
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if(a_type == target_turf.type)
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return target_turf
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A = locate(a_type) in target_turf
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if(A && A.type == a_type)
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return A
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return null
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else
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if(isturf(source))
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return source.type == target_turf.type ? target_turf : null
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var/atom/A = locate(source.type) in target_turf
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return A && A.type == source.type ? A : null
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//Icon smoothing helpers
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/proc/smooth_zlevel(var/zlevel, now = FALSE)
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var/list/away_turfs = block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel))
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for(var/V in away_turfs)
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var/turf/T = V
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if(T.smooth)
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if(now)
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smooth_icon(T)
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else
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queue_smooth(T)
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for(var/R in T)
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var/atom/A = R
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if(A.smooth)
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if(now)
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smooth_icon(A)
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else
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queue_smooth(A)
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/atom/proc/clear_smooth_overlays()
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cut_overlay(top_left_corner)
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top_left_corner = null
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cut_overlay(top_right_corner)
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top_right_corner = null
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cut_overlay(bottom_right_corner)
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bottom_right_corner = null
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cut_overlay(bottom_left_corner)
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bottom_left_corner = null
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/atom/proc/replace_smooth_overlays(nw, ne, sw, se)
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clear_smooth_overlays()
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var/list/O = list()
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top_left_corner = nw
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O += nw
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top_right_corner = ne
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O += ne
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bottom_left_corner = sw
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O += sw
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bottom_right_corner = se
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O += se
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add_overlay(O)
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/proc/reverse_ndir(ndir)
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switch(ndir)
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if(N_NORTH)
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return NORTH
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if(N_SOUTH)
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return SOUTH
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if(N_WEST)
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return WEST
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if(N_EAST)
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return EAST
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if(N_NORTHWEST)
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return NORTHWEST
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if(N_NORTHEAST)
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return NORTHEAST
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if(N_SOUTHEAST)
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return SOUTHEAST
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if(N_SOUTHWEST)
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return SOUTHWEST
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if(N_NORTH|N_WEST)
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return NORTHWEST
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if(N_NORTH|N_EAST)
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return NORTHEAST
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if(N_SOUTH|N_WEST)
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return SOUTHWEST
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if(N_SOUTH|N_EAST)
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return SOUTHEAST
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if(N_NORTH|N_WEST|N_NORTHWEST)
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return NORTHWEST
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if(N_NORTH|N_EAST|N_NORTHEAST)
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return NORTHEAST
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if(N_SOUTH|N_WEST|N_SOUTHWEST)
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return SOUTHWEST
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if(N_SOUTH|N_EAST|N_SOUTHEAST)
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return SOUTHEAST
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else
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return 0
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//SSicon_smooth
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/proc/queue_smooth_neighbors(atom/A)
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for(var/V in orange(1,A))
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var/atom/T = V
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if(T.smooth)
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queue_smooth(T)
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//SSicon_smooth
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/proc/queue_smooth(atom/A)
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if(!A.smooth || A.smooth & SMOOTH_QUEUED)
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return
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SSicon_smooth.smooth_queue += A
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SSicon_smooth.wake()
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A.smooth |= SMOOTH_QUEUED
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