Files
Aurora.3/code/_helpers/icon_smoothing.dm
Matt Atlas 99b4033ca5 Aurora 2: The 3/4thening (#17186)
* after dark

* FIXES

* breakin

* butt

* Update code/game/objects/items/devices/floor_painter.dm

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

* Update code/game/objects/items/devices/floor_painter.dm

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

* Update code/game/objects/structures/lattice.dm

Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>

* testing 1

* a

* FUCK THIS PRESET!!!

* allah

* OTEMACHI

* tis' done

* Project Exorcism : Sneed's Snairs (Formerly Chuck's)

* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm

* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm

* Update stools.dm

* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm

* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm

* Update stools.dm

* Update chairs.dm

* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm

* inhand fixes

* airlocks (matt has cooked)

fuck

* my cody plays the mamba

* fuck

* fixes layering issue

* airlocks and everything else Please fucking kill me

* underlays

* unfuck blending

* finished replacing old ass shit

* your ass is geass

* conflicts die now

* public fat'wa

* progress on walls and windows

* more mapping

* baltimore accents be like

* minor progress

* monitors

* fire alarms and apc adjustments

* apcs pixel adjustments, final airlock look

* also grilles

* shuttle wall start plus shuttle windows

* starting consoles

* table outlines

* I love broke ass sprites

* fixing the stupid ass exterior walls

* light fuckery

* terminal directionals, external airlocks, table fixes, blahblahblah

* fix 1

* fix 2

* some more fixes

* fix chairs

* basic untested railings and updating colors from atteria

* bridge and some fixes

* removing some artifacts on the new walls

* breaking wood tables and adding 4 wall materials

* fix

* compile & wood fixes

* make the horizon compile again

* railings, firedoors, ATMs, intercomms and tables again

* mapping begins also some tweaks to map view of icons

* full tile steel walls

* i sure hope nothing bad happens

* airlock updates (untested)

* reverts most wall machinery

* skull

* wall coloring

* makes the tg wood chill out

* work on airlocks

* hull consistency

* cause you live forever in the lights you make

* whoops can't show that in a christian manga

* terminals should be on walls and everything's hunky dory now

also i changed the wood stuff as per atteria's suggestion

* fixing airlocks

* fixes

* window resprite, coloring adjustments

* scc hull resprite

* new grilles, frame edits, and borosilicate

* greyscale wood palette improvement

* shuttle windows

* window frame fix

* apc update

* refit and reshaded fire alarms

* mapping icon fixes

* table fixes

* map fixes, platforms and stairs

* updates cutter, new walls and terminals

* mapping fixes

* fix preview

* preview fix stone

* stairs

* initial work for the map

* railing and windowpane fuckery

* new external airlocks

* a

* fix the maps in preparation

* wall object pixel offsets

* air alarms D1

* extinguisher cabinets

* APC DESTROYED MISSION ACCOMPLISHED GOOD WORK

* deck 3: floor decals, APCs, air alarms, fire extinguisher cabinets

* deck 3: fireaxe cabinet

* /shuttle_landmark/distress/blue, move base_turf from map to obj def

* intercom presets

* formatting

* deck 1: floor decals

* deck 2: named area fix (LMAO), signs to use single quotes

* deck 2: floor decals, APCs, air alarms, fire extinguisher cabinets, fireaxe cabinets

* Platforms and stairs!

* grates and bugfixes

* Angled ship walls + grate color fix

* corrects apc anim overlay

* deck 2 and away site fixes

# Conflicts:
#	maps/sccv_horizon/sccv_horizon-2_deck_2.dmm

* deck 2 missing grate

* warning stripes

* railings and ledges

* windows and fixtures

* windoorsagain

* airlocks pt1

* windows de-seamed and transparent

* airlocks and pixel offsets

* fixes for airlocks

* more airlock fixes

* presets for ringer, request console and newscaster

* 132

* asfsaf

* kitchen tiling

* thicker freezer tile bevels

* More angled walls

* New shutters and blast doors

* directional corrections

* ops railing fixes

* updated window map things and shutters

* value changes and blast door changes

* Ledges and platforms galore (D2/D3)

* all decks: fix door dirs

* all decks: newscasters, intercoms, requests consoles, ringer consoles

* helm light blue decals to dark blue

* supermatter door dir fix

* fix directional presets (dirs/offsets): newscaster, intercom, requests console, ringer console

* firedoor changes

* deck 3: overlapping wall mountables fixes

* map changes

* airlock changes

* map tweaks

* airlock & stair icons

* various mapping modifications

* Double airlocks + fixing denied states + fixing airlocks on all levels

* Rebase

* directional terminals buttons and lights again, platform tweaks

terminal north facing sprites, atm/food terminal directionals
proper door control and lightswitch directionals (presets still need to be set up, mapping)
re-adds new light tube sprites, again
new sprites for floor lights and the other stuff that got added
adjusted platforms to be recolorable, added light and dark versions, fixed some shading

* missing ERT outfit thingy fix

* floor lights fixed

* deck 3: various small fixes

* deck 1: various small fixes

* deck 2: various small fixes

* fixes

* d2 fixes & multitile door fix

* d2 fixes, remove unused airlock files, button icon fixes, window icon fixes

* make it actually compile, oops!

* make it actually compile, pt2

* CE office camera

* pew pew pew

* pew pew pew 2

* fixes

* deck 3: buttons fixes

* deck 3: button and other fixes

* deck 3: fixes and stuff

* D1 fixes & skrell airlocks

* minor D2 tweaks

* a lot of airlock-related fixes, glass tables, paint sprayer fixes, decal fixes, changelog

* maintenance hatch sprites

* fixing double doors

* flips multi-tiles, fixes multi-tiles, adds desk windoors

* new plastic flaps

* deck 2: a few buttons

* side + middle doors

* created paths for 3-tiles doors

* apply to map the 3 tiles airlocks

* some fixes, windoor alpha

* remove this random ass potted plant

* more map fixes

* holodeck disposal pipe fix

* secure airlock sprites

no code or obj definitions yet

* vault airlock

* vault door fixes

* scc window alpha

* adjusts double door glass, firedoor open state

* adjusts construction states for doors

* remove some defunct icons and fix anims

* assembly stuff

* pharma fixes

* vault door dir

* firedoor smart generation moved to its own proc

* lift doors, d1 fixes

* firedoor smart generation: adjacent wall check

* firedoor smart generation: adjacent firedoor check

* all decks: missing firedoor and other fixes

* deck 2: weird maint stairs fix

* oops

* diona airlock fix

* the shuttle wall gigadeath

* fixes

* some fixes for leftover map item paths, and double lattices

* new diona walls

* more fixes

* and more

* deck 1: fix out of bounds keys

* deck 3: fix out of bounds keys

* runtime 3: duplicate APCs fix

* all decks: make all 3 tile wide doors glass

---------

Co-authored-by: Wezzy <wowzewow@gmail.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
Co-authored-by: kyres1 <noodle.buster31@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: atteria <tarkona@protonmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: naut <nautilussplat@gmail.com>
Co-authored-by: naut <55491249+nauticall@users.noreply.github.com>
2023-08-30 21:18:10 +00:00

587 lines
18 KiB
Plaintext

//generic (by snowflake) tile smoothing code; smooth your icons with this!
/*
Each tile is divided in 4 corners, each corner has an image associated to it; the tile is then overlayed by these 4 images
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.
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;
Otherwise, put all types you want the atom icon to smooth with in 'canSmoothWith' INCLUDING THE TYPE OF THE ATOM ITSELF.
Each atom has its own icon file with all the possible corner states. See ExampleInput.dmi in tools/SS13SmoothingCutter for a template.
DIAGONAL SMOOTHING INSTRUCTIONS
To make your atom smooth diagonally you need all the proper icon states (see 'tools/SS13SmoothingCutter/ExampleDiagInput.dmi' for a template) and
to add the 'SMOOTH_DIAGONAL' flag to the atom's smooth var (in addition to either SMOOTH_TRUE or SMOOTH_MORE).
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
a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space.
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:
fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename")
A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is
not set properly, the underlay will default to regular floor plating.
*/
//Redefinitions of the diagonal directions so they can be stored in one var without conflicts
#define N_NORTH 2
#define N_SOUTH 4
#define N_EAST 16
#define N_WEST 256
#define N_NORTHEAST 32
#define N_NORTHWEST 512
#define N_SOUTHEAST 64
#define N_SOUTHWEST 1024
#define SMOOTH_FALSE 0 // not smooth
#define SMOOTH_TRUE 1 // smooths with exact specified types or just itself
#define SMOOTH_MORE 2 // smooths with all subtypes of specified types or just itself (this value can replace SMOOTH_TRUE)
#define SMOOTH_DIAGONAL 4 // if atom should smooth diagonally, this should be present in 'smooth' var
#define SMOOTH_BORDER 8 // atom will smooth with the borders of the map
#define SMOOTH_QUEUED 16 // atom is currently queued to smooth.
#define SMOOTH_NO_CLEAR_ICON 32 // don't clear the atom's icon_state on smooth.
#define SMOOTH_UNDERLAYS 64 // Add underlays, detached from diagonal smoothing.
#define SMOOTHHINT_CUT_F 1 // Don't draw the 'F' state. Useful with SMOOTH_NO_CLEAR_ICON.
#define SMOOTHHINT_ONLY_MATCH_TURF 2 // Only try to match turfs (this is faster than matching all atoms)
#define SMOOTHHINT_TARGETS_NOT_UNIQUE 4 // The smoother can assume that all atoms of this type will have the same canSmoothWith value.
#define NULLTURF_BORDER 123456789
#define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi'
#define DEFAULT_UNDERLAY_ICON_STATE "plating"
#define DEFAULT_UNDERLAY_IMAGE image(DEFAULT_UNDERLAY_ICON, DEFAULT_UNDERLAY_ICON_STATE)
/atom
var/smooth = SMOOTH_FALSE
var/smoothing_hints = SMOOTHHINT_TARGETS_NOT_UNIQUE
var/tmp/top_left_corner
var/tmp/top_right_corner
var/tmp/bottom_left_corner
var/tmp/bottom_right_corner
var/list/canSmoothWith = null // TYPE PATHS I CAN SMOOTH WITH~~~~~ If this is null and atom is smooth, it smooths only with itself
var/list/can_blend_with = null
var/blend_overlay //Icon state of the blending overlay.
var/attach_overlay //Icon state of the overlay this object uses to attach to other objects.
/atom/movable
var/can_be_unanchored = 0
var/obj/buckled_to
var/can_be_buckled = FALSE
/turf
var/list/fixed_underlay
var/smooth_underlays // Determines if we should attempt to generate turf underlays for this type.
var/tile_decal_state // override if you don't want decals to cut from the icon state directly but something else. used for coloring decals, mostly
var/tile_outline // decal effect for "sinking in" the edges.
var/tile_outline_alpha // how dark you want the sinking in to be. set this if you want above to do stuff.
var/tile_outline_blend_process = ICON_OVERLAY
/turf/simulated/wall/shuttle
smooth_underlays = TRUE
/turf/simulated/wall
smooth_underlays = TRUE
/turf/unsimulated/wall
smooth_underlays = TRUE
/atom/proc/calculate_adjacencies()
if (!loc)
return 0
var/adjacencies = 0
if (smoothing_hints & SMOOTHHINT_ONLY_MATCH_TURF)
var/turf/T
var/list/tcache
if (smoothing_hints & SMOOTHHINT_TARGETS_NOT_UNIQUE)
tcache = SSicon_smooth.typecachecache[type]
if (!tcache)
tcache = typecacheof(canSmoothWith || type, FALSE, !(smooth & SMOOTH_MORE))
SSicon_smooth.typecachecache[type] = tcache
else
tcache = typecacheof(canSmoothWith || type, FALSE, !(smooth & SMOOTH_MORE))
if (smooth & SMOOTH_BORDER)
CALCULATE_NEIGHBORS(src, adjacencies, T, !T || tcache[T.type])
else
CALCULATE_NEIGHBORS(src, adjacencies, T, T && tcache[T.type])
else
var/atom/movable/AM
for(var/direction in cardinal)
AM = find_type_in_direction(src, direction)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= 1 << direction
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= 1 << direction
if(adjacencies & N_NORTH)
if(adjacencies & N_WEST)
AM = find_type_in_direction(src, NORTHWEST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_NORTHWEST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_NORTHWEST
if(adjacencies & N_EAST)
AM = find_type_in_direction(src, NORTHEAST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_NORTHEAST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_NORTHEAST
if(adjacencies & N_SOUTH)
if(adjacencies & N_WEST)
AM = find_type_in_direction(src, SOUTHWEST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_SOUTHWEST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_SOUTHWEST
if(adjacencies & N_EAST)
AM = find_type_in_direction(src, SOUTHEAST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_SOUTHEAST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_SOUTHEAST
return adjacencies
/atom/movable/calculate_adjacencies()
if (can_be_unanchored && !anchored)
return 0
return ..()
//do not use, use queue_smooth(atom)
/proc/smooth_icon(atom/A)
if(!A || !A.smooth)
return
A.smooth &= ~SMOOTH_QUEUED
if (!A.z)
return
if(QDELETED(A))
return
A.flags |= HTML_USE_INITAL_ICON
if((A.smooth & SMOOTH_TRUE) || (A.smooth & SMOOTH_MORE))
var/adjacencies = A.calculate_adjacencies()
if(A.smooth & SMOOTH_DIAGONAL)
A.diagonal_smooth(adjacencies)
else
A.cardinal_smooth(adjacencies)
/atom/proc/diagonal_smooth(adjacencies)
switch(adjacencies)
if(N_NORTH|N_WEST)
replace_smooth_overlays("d-se","d-se-0")
if(N_NORTH|N_EAST)
replace_smooth_overlays("d-sw","d-sw-0")
if(N_SOUTH|N_WEST)
replace_smooth_overlays("d-ne","d-ne-0")
if(N_SOUTH|N_EAST)
replace_smooth_overlays("d-nw","d-nw-0")
if(N_NORTH|N_WEST|N_NORTHWEST)
replace_smooth_overlays("d-se","d-se-1")
if(N_NORTH|N_EAST|N_NORTHEAST)
replace_smooth_overlays("d-sw","d-sw-1")
if(N_SOUTH|N_WEST|N_SOUTHWEST)
replace_smooth_overlays("d-ne","d-ne-1")
if(N_SOUTH|N_EAST|N_SOUTHEAST)
replace_smooth_overlays("d-nw","d-nw-1")
else
cardinal_smooth(adjacencies)
return
icon_state = ""
return adjacencies
/turf/diagonal_smooth(adjacencies)
adjacencies = reverse_ndir(..())
if (smooth_underlays && adjacencies)
// This should be a mutable_appearance, but we're still on 510.
// Alas.
var/mutable_appearance/underlay_appearance = mutable_appearance(null, layer = TURF_LAYER)
var/list/U = list(underlay_appearance)
if(fixed_underlay)
if(fixed_underlay["space"])
var/istate = "[((x + y) ^ ~(x * y) + z) % 25]"
underlay_appearance.icon = 'icons/turf/space.dmi'
underlay_appearance.icon_state = istate
underlay_appearance.plane = PLANE_SPACE_BACKGROUND
var/image/dust = image('icons/turf/space_parallax1.dmi', istate)
dust.plane = PLANE_SPACE_DUST
dust.alpha = 80
dust.blend_mode = BLEND_ADD
U += dust
else
underlay_appearance.icon = fixed_underlay["icon"]
underlay_appearance.icon_state = fixed_underlay["icon_state"]
else
var/turned_adjacency = turn(adjacencies, 180)
var/turf/T = get_step(src, turned_adjacency)
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
T = get_step(src, turn(adjacencies, 135))
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
T = get_step(src, turn(adjacencies, 225))
//if all else fails, ask our own turf
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) && !get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
underlay_appearance.icon = DEFAULT_UNDERLAY_ICON
underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE
underlays = U
/turf/proc/get_underlays(var/list/adjacencies)
//First of all, check if there are turfs like us we can ask for underlays.
adjacencies = calculate_adjacencies()
var/success = FALSE
if (smooth_underlays)
var/mutable_appearance/underlay_appearance = mutable_appearance(null, layer = TURF_LAYER)
var/list/U = list(underlay_appearance)
for(var/direction in alldirs)
if(adjacencies & direction)
var/turf/T = get_step(src, direction)
if(T)
if(!T.get_smooth_underlay_icon(underlay_appearance, src, direction))
continue
else
success = TRUE
break
//if all else fails, ask our own turf
if(!success)
underlay_appearance.icon = base_icon
underlay_appearance.icon_state = base_icon_state
underlays = U
//Blend atoms
/atom/proc/handle_blending(adjacencies, var/list/dir_mods, var/overlay_layer = 3)
LAZYINITLIST(dir_mods)
var/walls_found = 0 //Bitfield of the directions of walls we've found.
for(var/adjacency in list(N_NORTH, N_EAST, N_SOUTH, N_WEST))
if(adjacencies & adjacency)
var/turf/T = get_step(src, reverse_ndir(adjacency))
if(is_type_in_list(T, can_blend_with))
if(attach_overlay)
add_overlay("[reverse_ndir(adjacency)]_[attach_overlay]", overlay_layer)
walls_found |= adjacency
dir_mods["[adjacency]"] = "-[blend_overlay]"
for(var/adjacency in list(N_NORTH, N_SOUTH))
for(var/diagonal in list(N_WEST, N_EAST))
var/prefix = ndir_to_initial(adjacency)
var/suffix = ndir_to_initial(adjacency)
var/has_adjacency = walls_found & adjacency
var/has_diagonal = walls_found & diagonal
if(((adjacencies & adjacency) && (adjacencies && diagonal)) && (has_adjacency || has_diagonal))
dir_mods["[adjacency][diagonal]"] = "-[prefix][walls_found & adjacency ? "wall" : "win"]-[suffix][walls_found & diagonal ? "wall" : "win"]"
if(attach_overlay)
add_overlay("[prefix][suffix]_[attach_overlay]", overlay_layer)
return dir_mods
/proc/ndir_to_initial(var/ndir)
switch(ndir)
if(N_NORTH)
return "n"
if(N_SOUTH)
return "s"
if(N_EAST)
return "e"
if(N_WEST)
return "w"
/atom/proc/cardinal_smooth(adjacencies, var/list/dir_mods)
//NW CORNER
var/nw = "1-i"
if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
if(adjacencies & N_NORTHWEST)
nw = "1-f" + LAZYACCESS(dir_mods, "[N_NORTH][N_WEST][N_NORTHWEST]")
else
nw = "1-nw" + LAZYACCESS(dir_mods, "[N_NORTH][N_WEST]")
else
if(adjacencies & N_NORTH)
nw = "1-n" + LAZYACCESS(dir_mods, "[N_NORTH]")
else if(adjacencies & N_WEST)
nw = "1-w" + LAZYACCESS(dir_mods, "[N_WEST]")
//NE CORNER
var/ne = "2-i"
if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
if(adjacencies & N_NORTHEAST)
ne = "2-f" + LAZYACCESS(dir_mods, "[N_NORTH][N_EAST][N_NORTHEAST]")
else
ne = "2-ne" + LAZYACCESS(dir_mods, "[N_NORTH][N_EAST]")
else
if(adjacencies & N_NORTH)
ne = "2-n" + LAZYACCESS(dir_mods, "[N_NORTH]")
else if(adjacencies & N_EAST)
ne = "2-e" + LAZYACCESS(dir_mods, "[N_EAST]")
//SW CORNER
var/sw = "3-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
if(adjacencies & N_SOUTHWEST)
sw = "3-f" + LAZYACCESS(dir_mods, "[N_SOUTH][N_WEST][N_SOUTHWEST]")
else
sw = "3-sw" + LAZYACCESS(dir_mods, "[N_SOUTH][N_WEST]")
else
if(adjacencies & N_SOUTH)
sw = "3-s" + LAZYACCESS(dir_mods, "[N_SOUTH]")
else if(adjacencies & N_WEST)
sw = "3-w" + LAZYACCESS(dir_mods, "[N_WEST]")
//SE CORNER
var/se = "4-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
if(adjacencies & N_SOUTHEAST)
se = "4-f" + LAZYACCESS(dir_mods, "[N_SOUTH][N_EAST][N_SOUTHEAST]")
else
se = "4-se" + LAZYACCESS(dir_mods, "[N_SOUTH][N_EAST]")
else
if(adjacencies & N_SOUTH)
se = "4-s" + LAZYACCESS(dir_mods, "[N_SOUTH]")
else if(adjacencies & N_EAST)
se = "4-e" + LAZYACCESS(dir_mods, "[N_EAST]")
var/list/New
var/list/Old
var/cut_f = smoothing_hints & SMOOTHHINT_CUT_F
if(top_left_corner != nw)
if (top_left_corner)
LAZYADD(Old, top_left_corner)
top_left_corner = nw
if (!cut_f || nw != "1-f")
LAZYADD(New, nw)
if(top_right_corner != ne)
if (top_right_corner)
LAZYADD(Old, top_right_corner)
top_right_corner = ne
if (!cut_f || ne != "2-f")
LAZYADD(New, ne)
if(bottom_right_corner != sw)
if (bottom_right_corner)
LAZYADD(Old, bottom_right_corner)
bottom_right_corner = sw
if (!cut_f || sw != "3-f")
LAZYADD(New, sw)
if(bottom_left_corner != se)
if (bottom_left_corner)
LAZYADD(Old, bottom_left_corner)
bottom_left_corner = se
if (!cut_f || se != "4-f")
LAZYADD(New, se)
if(Old)
cut_overlay(Old)
if(New)
add_overlay(New)
if (icon_state && !(smooth & SMOOTH_NO_CLEAR_ICON))
icon_state = null
// A more stripped down version of the above, meant for using images to apply multiple smooth overlays
// at once.
/proc/cardinal_smooth_fromicon(icon/I, adjacencies)
//NW CORNER
var/nw = "1-i"
if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
if(adjacencies & N_NORTHWEST)
nw = "1-f"
else
nw = "1-nw"
else
if(adjacencies & N_NORTH)
nw = "1-n"
else if(adjacencies & N_WEST)
nw = "1-w"
//NE CORNER
var/ne = "2-i"
if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
if(adjacencies & N_NORTHEAST)
ne = "2-f"
else
ne = "2-ne"
else
if(adjacencies & N_NORTH)
ne = "2-n"
else if(adjacencies & N_EAST)
ne = "2-e"
//SW CORNER
var/sw = "3-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
if(adjacencies & N_SOUTHWEST)
sw = "3-f"
else
sw = "3-sw"
else
if(adjacencies & N_SOUTH)
sw = "3-s"
else if(adjacencies & N_WEST)
sw = "3-w"
//SE CORNER
var/se = "4-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
if(adjacencies & N_SOUTHEAST)
se = "4-f"
else
se = "4-se"
else
if(adjacencies & N_SOUTH)
se = "4-s"
else if(adjacencies & N_EAST)
se = "4-e"
var/image/nw_i = image(I, nw)
var/image/ne_i = image(I, ne)
var/image/sw_i = image(I, sw)
var/image/se_i = image(I, se)
return list(nw_i, ne_i, sw_i, se_i)
/proc/find_type_in_direction(atom/source, direction)
var/turf/target_turf = get_step(source, direction)
if(!target_turf)
return NULLTURF_BORDER
if (source.smoothing_hints & SMOOTHHINT_TARGETS_NOT_UNIQUE)
var/list/tcache = SSicon_smooth.typecachecache[source.type]
if (!tcache)
tcache = typecacheof(source.canSmoothWith || source.type, FALSE, !(source.smooth & SMOOTH_MORE))
SSicon_smooth.typecachecache[source.type] = tcache
if (is_type_in_typecache(target_turf, tcache))
return target_turf
return typecache_first_match(target_turf.contents, tcache)
else
if(source.canSmoothWith)
var/atom/A
if(source.smooth & SMOOTH_MORE)
for(var/a_type in source.canSmoothWith)
if( istype(target_turf, a_type) )
return target_turf
if (ispath(a_type, /turf))
continue
A = locate(a_type) in target_turf
if(A)
return A
return null
for(var/a_type in source.canSmoothWith)
if(a_type == target_turf.type)
return target_turf
if (ispath(a_type, /turf))
continue
A = locate(a_type) in target_turf
if(A && A.type == a_type)
return A
return null
else
if(isturf(source))
return source.type == target_turf.type ? target_turf : null
var/atom/A = locate(source.type) in target_turf
return A && A.type == source.type ? A : null
//Icon smoothing helpers
/proc/smooth_zlevel(var/zlevel, now = FALSE)
for(var/V in Z_ALL_TURFS(zlevel))
var/turf/T = V
if(T.smooth)
if(now)
smooth_icon(T)
else
queue_smooth(T)
for(var/R in T)
var/atom/A = R
if(A.smooth)
if(now)
smooth_icon(A)
else
queue_smooth(A)
/atom/proc/clear_smooth_overlays()
cut_overlay(list(top_left_corner, top_right_corner, bottom_left_corner, bottom_right_corner))
top_left_corner = null
top_right_corner = null
bottom_right_corner = null
bottom_left_corner = null
/atom/proc/replace_smooth_overlays(nw, ne, sw, se)
clear_smooth_overlays()
var/list/O = list()
top_left_corner = nw
O += nw
top_right_corner = ne
O += ne
bottom_left_corner = sw
O += sw
bottom_right_corner = se
O += se
add_overlay(O)
/proc/reverse_ndir(ndir)
switch(ndir)
if(N_NORTH)
return NORTH
if(N_SOUTH)
return SOUTH
if(N_WEST)
return WEST
if(N_EAST)
return EAST
if(N_NORTHWEST)
return NORTHWEST
if(N_NORTHEAST)
return NORTHEAST
if(N_SOUTHEAST)
return SOUTHEAST
if(N_SOUTHWEST)
return SOUTHWEST
if(N_NORTH|N_WEST)
return NORTHWEST
if(N_NORTH|N_EAST)
return NORTHEAST
if(N_SOUTH|N_WEST)
return SOUTHWEST
if(N_SOUTH|N_EAST)
return SOUTHEAST
if(N_NORTH|N_WEST|N_NORTHWEST)
return NORTHWEST
if(N_NORTH|N_EAST|N_NORTHEAST)
return NORTHEAST
if(N_SOUTH|N_WEST|N_SOUTHWEST)
return SOUTHWEST
if(N_SOUTH|N_EAST|N_SOUTHEAST)
return SOUTHEAST
else
return 0
//SSicon_smooth
/proc/queue_smooth_neighbors(atom/A)
for(var/atom/T as anything in orange(1,A))
if(T.smooth)
queue_smooth(T)
//SSicon_smooth
/proc/queue_smooth(atom/A)
if(!A.smooth || A.smooth & SMOOTH_QUEUED)
return
SSicon_smooth.smooth_queue += A
SSicon_smooth.wake()
A.smooth |= SMOOTH_QUEUED