Files
Aurora.3/code/controllers/subsystems/icon_cache.dm
Cody Brittain c1d241594b Planes & Layers part 2: Plane Masters (#18749)
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.

This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.

Relies on #18741

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-04-13 18:07:51 +00:00

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SUBSYSTEM_DEF(icon_cache)
name = "Icon Cache"
flags = SS_NO_FIRE
init_order = INIT_ORDER_MISC_FIRST
// Cached bloody overlays, key is object type.
var/list/bloody_cache = list()
// Cached holo effect multiplier images.
var/list/holo_multiplier_cache = list() // 2-layer list: icon -> icon_state -> /image
// Cached holo effect adder images.
var/list/holo_adder_cache = list() // 2-layer list: icon -> icon_state -> /image
var/list/floor_decals = list()
var/list/flooring_cache = list()
var/list/mob_hat_cache = list()
var/list/magazine_icondata_keys = list()
var/list/magazine_icondata_states = list()
var/list/furniture_cache = list()
var/list/floor_light_cache = list()
var/list/ashtray_cache = list()
var/list/airlock_icon_cache = list()
var/list/uristrunes = list()
/*
Global associative list for caching humanoid icons.
Index format m or f, followed by a string of 0 and 1 to represent bodyparts followed by husk fat hulk skeleton 1 or 0.
TODO: Proper documentation
icon_key is [species.race_key][g][husk][fat][hulk][skeleton][s_tone]
*/
var/list/human_icon_cache = list()
var/list/tail_icon_cache = list() //key is [species.race_key][r_skin][g_skin][b_skin]
var/list/light_overlay_cache = list()
// Cached limb icons, used by the damage health doll.
var/list/limb_icons_cache = list()
// Cached human damage icons.
var/list/damage_icon_parts = list()
// Cached human body markings.
var/list/markings_cache = list() // [icon]-[icon_state]-[limb_name]-[color]
var/list/human_eye_cache = list()
var/list/human_lip_cache = list()
var/list/internal_organ_cache = list()
// Cached composited human hair (beard & hair).
// Key:
// hair+beard: [beard_style][r_facial][g_facial][b_facial]_[hair_style][r_hair][g_hair][b_hair]
// haironly: nobeard_[hair_style][r_hair][g_hair][b_hair]
// beardonly: [beard_style][r_facial][g_facial][b_facial]_nohair
var/list/human_hair_cache = list()
var/list/organ_keymap = list()
var/current_organ_keymap_idex = 1
// This is an assoc list of all icon states in `icons/mob/collar.dmi`, used by human update-icons.
var/list/collar_states
var/list/ao_cache = list()
var/list/light_fixture_cache = list()
var/list/rgb_blend_cache = list() // not an icon per-se, but this proc could be expensive so we might as well cache it.
var/list/space_dust_cache = list()
var/list/space_cache = list()
var/list/crayon_cache = list()
var/list/istate_cache = list()
/datum/controller/subsystem/icon_cache/Initialize()
build_dust_cache()
build_space_cache()
setup_collar_mappings()
return SS_INIT_SUCCESS
/datum/controller/subsystem/icon_cache/proc/setup_collar_mappings()
collar_states = list()
for (var/i in icon_states('icons/mob/collar.dmi'))
collar_states[i] = TRUE
/datum/controller/subsystem/icon_cache/proc/get_organ_shortcode(obj/item/organ/external/organ)
if (QDELETED(organ))
return null
var/key = organ.get_mob_cache_key(FALSE)
. = organ_keymap[key]
if (!.)
organ_keymap[key] = "o[current_organ_keymap_idex++]"
. = organ_keymap[key]
/datum/controller/subsystem/icon_cache/proc/generate_color_variant(icon/icon, icon_state, color)
var/image/I = new(icon, icon_state)
I.color = color
return I
/datum/controller/subsystem/icon_cache/proc/build_dust_cache()
for (var/i in 0 to 25)
var/image/im = image('icons/turf/space_parallax1.dmi',"[i]")
im.plane = DUST_PLANE
im.alpha = 80
im.blend_mode = BLEND_ADD
space_dust_cache["[i]"] = im
/datum/controller/subsystem/icon_cache/proc/build_space_cache()
for (var/i in 0 to 25)
var/image/I = new()
I.appearance = /turf/space
var/istr = "[i]"
I.icon_state = istr
I.overlays += space_dust_cache[istr]
space_cache[istr] = I
/datum/controller/subsystem/icon_cache/proc/get_state(icon/I, state) // returns an APPEARANCE, not an image!
if (!isicon(I))
CRASH("Expected icon.")
if (!istext(state))
// non-fatal, so just print a message then carry on.
crash_with("Received non-text icon_state '[state || "(NULL)"]'; normalizing, but this shouldn't happen.")
state = "[state]"
var/list/cache = istate_cache[I]
if (cache)
if (cache[state])
return cache[state]
else
cache = preload_icon(I)
var/image/im = image(icon = I, icon_state = state)
return cache[state] = im.appearance
// Loads all icon states in an icon into the istate cache.
/datum/controller/subsystem/icon_cache/proc/preload_icon(icon/I)
LOG_DEBUG("SSicon_cache: preloading '[I]'...")
var/list/cache = list()
var/image/im = new(icon = I)
for (var/state in icon_states(I))
im.icon_state = state
cache[state] = im.appearance
LOG_DEBUG("SSicon_cache: preloaded [cache.len] states.")
istate_cache[I] = cache
return cache