mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 16:12:19 +00:00
Implements various changes at the behest of lore-dev BygoneHero, namely: Vaurca can now wear specially modified softsuits. Vaurca now have their own special rigsuit a la the breacher: the combat exoskeleton. It comes with various special modules, including a boring laser that allows them to dig below themselves rapidly, a vaurca variant of the combat injector which includes phoron and k'ois paste, and a neural lattice which reduces halloss by sharing it with everyone else wearing a neural lattice. Vaurca also have received various other currently unavailable event items, including a variant of the tactical mask that filters out nitrogen and allows the Vaurca wearing it to eat, tachyon rifles and carbines which penetrate up to three layers of walls and possess other fringe benefits, the gauss rifle which is a semi-automatic variant of the crossbow with greater power and a 6 rod magazine, the energy zweihander, commando armor and scout armor. Introduces a general climbing mechanic. Climbing can be initiated by clicking on a wall or an open turf, and it is a percentage chance that is modified by the amount of stable/large items beneath you, and decreased by the amount of unstable/small items. Vaurca are naturally proficient and always succeed at climbing. Changes Vaurca to see in blue-green vision. Their vision is generally brighter and reddish colors are converted to a blue-green color. Adds the Sedantis flag, an interhive flag that celebrates the universal longing for Sedantis and is a symbol of the Vaurca diaspora.
270 lines
8.2 KiB
Plaintext
270 lines
8.2 KiB
Plaintext
/*
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* This file handles all parallax-related business once the parallax itself is initialized with the rest of the HUD
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*/
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#define PARALLAX_IMAGE_WIDTH 8
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#define PARALLAX_IMAGE_TILES (PARALLAX_IMAGE_WIDTH**2)
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#define GRID_WIDTH 3
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#define PARALLAX_SCALED_WIDTH (PARALLAX_IMAGE_WIDTH*WORLD_ICON_SIZE)
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#define PARALLAX_SCALED_GRID_WIDTH (PARALLAX_SCALED_WIDTH*GRID_WIDTH)
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/obj/screen/parallax
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var/base_offset_x = 0
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var/base_offset_y = 0
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mouse_opacity = 0
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icon = 'icons/turf/space.dmi'
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icon_state = "blank"
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name = "space parallax"
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screen_loc = "CENTER,CENTER"
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blend_mode = BLEND_ADD
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layer = AREA_LAYER
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plane = PLANE_SPACE_PARALLAX
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var/parallax_speed = 0
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/obj/screen/plane_master
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appearance_flags = PLANE_MASTER | NO_CLIENT_COLOR
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screen_loc = "CENTER,CENTER"
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/obj/screen/plane_master/parallax_master
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plane = PLANE_SPACE_PARALLAX
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blend_mode = BLEND_MULTIPLY
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color = list(
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1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,0,
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0,0,0,1
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)
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/obj/screen/plane_master/parallax_spacemaster //Turns space white, causing the parallax to only show in areas with opacity. Somehow
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plane = PLANE_SPACE_BACKGROUND
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color = list(
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0,0,0,0,
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0,0,0,0,
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0,0,0,0,
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1,1,1,1
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)
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/obj/screen/plane_master/parallax_spacemaster/New()
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..()
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overlays += image(icon = 'icons/mob/screen/generic.dmi', icon_state = "blank")
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if(universe)
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universe.convert_parallax(src)
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/obj/screen/plane_master/parallax_dustmaster
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plane = PLANE_SPACE_DUST
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color = list(0,0,0,0)
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/datum/hud/proc/update_parallax_existence()
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if(!SSparallax.parallax_initialized)
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return
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initialize_parallax()
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update_parallax()
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update_parallax_values()
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/datum/hud/proc/initialize_parallax()
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var/client/C = mymob.client
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if(!C.parallax_master)
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C.parallax_master = new /obj/screen/plane_master/parallax_master
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if(!C.parallax_spacemaster)
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C.parallax_spacemaster = new /obj/screen/plane_master/parallax_spacemaster
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if(!C.parallax_dustmaster)
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C.parallax_dustmaster = new /obj/screen/plane_master/parallax_dustmaster
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if(!C.parallax.len)
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for(var/obj/screen/parallax/bgobj in SSparallax.parallax_icon)
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var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax
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parallax_layer.appearance = bgobj.appearance
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parallax_layer.base_offset_x = bgobj.base_offset_x
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parallax_layer.base_offset_y = bgobj.base_offset_y
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parallax_layer.parallax_speed = bgobj.parallax_speed
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parallax_layer.screen_loc = bgobj.screen_loc
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C.parallax += parallax_layer
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if(bgobj.parallax_speed)
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C.parallax_movable += parallax_layer
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C.screen |= C.parallax_dustmaster
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/datum/hud/proc/update_parallax()
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var/client/C = mymob.client
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if(C.prefs.toggles_secondary & PARALLAX_SPACE)
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for(var/obj/screen/parallax/bgobj in C.parallax)
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C.screen |= bgobj
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C.screen |= C.parallax_master
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C.screen |= C.parallax_spacemaster
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if(C.prefs.toggles_secondary & PARALLAX_DUST)
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C.parallax_dustmaster.color = list(
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1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1)
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else
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C.parallax_dustmaster.color = list(0,0,0,0)
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else
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for(var/obj/screen/parallax/bgobj in C.parallax)
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C.screen -= bgobj
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C.screen -= C.parallax_master
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C.screen -= C.parallax_spacemaster
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C.parallax_dustmaster.color = list(0,0,0,0)
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/datum/hud/proc/update_parallax_values()
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var/client/C = mymob.client
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if(!SSparallax.parallax_initialized)
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return
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if (C.prefs.toggles_secondary & PARALLAX_IS_STATIC)
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return
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//ACTUALLY MOVING THE PARALLAX
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var/turf/posobj = C.eye ? C.eye:loc : C.mob:loc
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if (!isturf(posobj))
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posobj = get_turf(posobj)
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if(!posobj || (!(locate(/turf/space) in RANGE_TURFS(C.view, posobj)) && !(locate(/turf/simulated/open) in RANGE_TURFS(C.view, posobj))))
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return
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if(!C.previous_turf || (C.previous_turf.z != posobj.z))
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C.previous_turf = posobj
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//Doing it this way prevents parallax layers from "jumping" when you change Z-Levels.
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C.parallax_offset_x += posobj.x - C.previous_turf.x
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C.parallax_offset_y += posobj.y - C.previous_turf.y
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C.previous_turf = posobj
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var/offsetx = C.parallax_offset_x * C.prefs.parallax_speed
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var/offsety = C.parallax_offset_y * C.prefs.parallax_speed
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for(var/thing in C.parallax_movable)
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var/obj/screen/parallax/bgobj = thing
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var/accumulated_offset_x = bgobj.base_offset_x - round(offsetx * bgobj.parallax_speed)
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var/accumulated_offset_y = bgobj.base_offset_y - round(offsety * bgobj.parallax_speed)
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if(accumulated_offset_x > PARALLAX_SCALED_WIDTH)
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accumulated_offset_x -= PARALLAX_SCALED_GRID_WIDTH //3x3 grid, 15 tiles * 64 icon_size * 3 grid size
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if(accumulated_offset_x < -(PARALLAX_SCALED_WIDTH*2))
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accumulated_offset_x += PARALLAX_SCALED_GRID_WIDTH
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if(accumulated_offset_y > PARALLAX_SCALED_WIDTH)
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accumulated_offset_y -= PARALLAX_SCALED_GRID_WIDTH
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if(accumulated_offset_y < -(PARALLAX_SCALED_WIDTH*2))
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accumulated_offset_y += PARALLAX_SCALED_GRID_WIDTH
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bgobj.screen_loc = "CENTER:[accumulated_offset_x],CENTER:[accumulated_offset_y]"
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//Parallax generation code below
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#define PARALLAX4_ICON_NUMBER 20
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#define PARALLAX3_ICON_NUMBER 14
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#define PARALLAX2_ICON_NUMBER 10
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/proc/create_global_parallax_icons()
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var/list/plane1 = list()
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var/list/plane2 = list()
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var/list/plane3 = list()
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var/list/pixel_x = list()
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var/list/pixel_y = list()
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var/index = 1
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for(var/i = 0 to (PARALLAX_IMAGE_TILES-1))
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for(var/j = 1 to GRID_WIDTH**2)
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plane1 += rand(1,26)
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plane2 += rand(1,26)
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plane3 += rand(1,26)
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pixel_x += WORLD_ICON_SIZE * (i%PARALLAX_IMAGE_WIDTH)
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pixel_y += WORLD_ICON_SIZE * round(i/PARALLAX_IMAGE_WIDTH)
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for(var/i in 0 to ((GRID_WIDTH**2)-1))
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var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax
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var/list/L = list()
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for(var/j in 1 to PARALLAX_IMAGE_TILES)
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if(plane1[j+i*PARALLAX_IMAGE_TILES] <= PARALLAX4_ICON_NUMBER)
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var/image/I = image('icons/turf/space_parallax4.dmi',"[plane1[j+i*PARALLAX_IMAGE_TILES]]")
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I.pixel_x = pixel_x[j]
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I.pixel_y = pixel_y[j]
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L += I
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parallax_layer.overlays = L
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parallax_layer.parallax_speed = 0
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parallax_layer.calibrate_parallax(i+1)
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SSparallax.parallax_icon[index] = parallax_layer
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index++
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for(var/i in 0 to ((GRID_WIDTH**2)-1))
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var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax
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var/list/L = list()
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for(var/j in 1 to PARALLAX_IMAGE_TILES)
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if(plane2[j+i*PARALLAX_IMAGE_TILES] <= PARALLAX3_ICON_NUMBER)
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var/image/I = image('icons/turf/space_parallax3.dmi',"[plane2[j+i*PARALLAX_IMAGE_TILES]]")
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I.pixel_x = pixel_x[j]
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I.pixel_y = pixel_y[j]
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L += I
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parallax_layer.overlays = L
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parallax_layer.parallax_speed = 0.5
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parallax_layer.calibrate_parallax(i+1)
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SSparallax.parallax_icon[index] = parallax_layer
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index++
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for(var/i in 0 to ((GRID_WIDTH**2)-1))
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var/obj/screen/parallax/parallax_layer = new /obj/screen/parallax
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var/list/L = list()
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for(var/j in 1 to PARALLAX_IMAGE_TILES)
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if(plane3[j+i*PARALLAX_IMAGE_TILES] <= PARALLAX2_ICON_NUMBER)
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var/image/I = image('icons/turf/space_parallax2.dmi',"[plane3[j+i*PARALLAX_IMAGE_TILES]]")
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I.pixel_x = pixel_x[j]
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I.pixel_y = pixel_y[j]
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L += I
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parallax_layer.overlays = L
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parallax_layer.parallax_speed = 1
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parallax_layer.calibrate_parallax(i+1)
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SSparallax.parallax_icon[index] = parallax_layer
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index++
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SSparallax.parallax_initialized = 1
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/obj/screen/parallax/proc/calibrate_parallax(var/i)
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if(!i)
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return
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/* Placement of screen objects
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1 2 3
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4 5 6
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7 8 9
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*/
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base_offset_x = -PARALLAX_IMAGE_WIDTH*WORLD_ICON_SIZE/2
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base_offset_y = -PARALLAX_IMAGE_WIDTH*WORLD_ICON_SIZE/2
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//TODO: switch to grid size defines... somehow
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switch(i)
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if(1,4,7) //1 mod grid_size
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base_offset_x -= WORLD_ICON_SIZE*PARALLAX_IMAGE_WIDTH
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if(3,6,9) //0 mod grid_size
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base_offset_x += WORLD_ICON_SIZE*PARALLAX_IMAGE_WIDTH
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switch(i)
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if(1,2,3) //round(i/grid_size) = 0
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base_offset_y += WORLD_ICON_SIZE*PARALLAX_IMAGE_WIDTH
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if(7,8,9) //round(i/grid_size) = 2
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base_offset_y -= WORLD_ICON_SIZE*PARALLAX_IMAGE_WIDTH
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screen_loc = "CENTER:[base_offset_x],CENTER:[base_offset_y]"
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/client/proc/cleanup_parallax_references()
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parallax_dustmaster = null
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parallax_master = null
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parallax_spacemaster = null
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LAZYCLEARLIST(parallax)
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LAZYCLEARLIST(parallax_movable)
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#undef GRID_WIDTH
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#undef PARALLAX4_ICON_NUMBER
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#undef PARALLAX3_ICON_NUMBER
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#undef PARALLAX2_ICON_NUMBER
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#undef PARALLAX_IMAGE_WIDTH
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#undef PARALLAX_IMAGE_TILES
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#undef PARALLAX_SCALED_WIDTH
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#undef PARALLAX_SCALED_GRID_WIDTH
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