From ad9090bf59bf348cb381e16088e1ae90e2813687 Mon Sep 17 00:00:00 2001 From: Time-Green Date: Sun, 25 Sep 2022 07:51:57 +0200 Subject: [PATCH] Adds seethrough component (#69642) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Adds a seethrough component! Standing behind a big object with this component will make the object transparent: https://youtu.be/nnyWMJakVtE And no one else can see it: And yes you can click through it thanks to the power of plane masters! Standing behind a tree is a pretty big meme and people will have to either shift right click or bump into you to ever find you. This makes it so much better to implement big objects, since they no longer obscure the tiles behind them It's also useful for existing big objects, like billboards and the likes 🆑 qol: You can now see through big trees when you stand behind them! refactor: Adds a seethrough component to make it easier to add big stationairy objects without reducing visibility /🆑 Info This is done by sending an override overlay to the user that obscures the normal object and plays an animation. It registers an ENTERED signal on specific turfs. Those tiles in which it hides stuff is defined as a list of list coordinates, for which I made a global list with some defines. It's really crappy and I'd appreciate some feedback on that --- code/__DEFINES/layers.dm | 18 ++- code/__HELPERS/see_through_maps.dm | 61 ++++++++ code/_onclick/hud/rendering/plane_master.dm | 11 ++ .../hud/rendering/plane_master_controller.dm | 1 + code/datums/components/seethrough.dm | 147 ++++++++++++++++++ code/game/objects/structures/billboard.dm | 8 +- code/game/objects/structures/flora.dm | 18 +++ tgstation.dme | 2 + 8 files changed, 257 insertions(+), 9 deletions(-) create mode 100644 code/__HELPERS/see_through_maps.dm create mode 100644 code/datums/components/seethrough.dm diff --git a/code/__DEFINES/layers.dm b/code/__DEFINES/layers.dm index ff7fa86120c..eef4c58f471 100644 --- a/code/__DEFINES/layers.dm +++ b/code/__DEFINES/layers.dm @@ -17,18 +17,20 @@ #define OPENSPACE_LAYER 600 //Openspace layer over all -#define TRANSPARENT_FLOOR_PLANE -10 //Transparent plane that shows openspace underneath the floor -#define OPENSPACE_PLANE -9 //Openspace plane below all turfs -#define OPENSPACE_BACKDROP_PLANE -8 //Black square just over openspace plane to guaranteed cover all in openspace turf +#define TRANSPARENT_FLOOR_PLANE -11 //Transparent plane that shows openspace underneath the floor +#define OPENSPACE_PLANE -10 //Openspace plane below all turfs +#define OPENSPACE_BACKDROP_PLANE -9 //Black square just over openspace plane to guaranteed cover all in openspace turf -#define FLOOR_PLANE -7 +#define FLOOR_PLANE -8 -#define GAME_PLANE -6 -#define GAME_PLANE_FOV_HIDDEN -5 -#define GAME_PLANE_UPPER -4 -#define GAME_PLANE_UPPER_FOV_HIDDEN -3 +#define GAME_PLANE -7 +#define GAME_PLANE_FOV_HIDDEN -6 +#define GAME_PLANE_UPPER -5 +#define GAME_PLANE_UPPER_FOV_HIDDEN -4 +///Slightly above the game plane but does not catch mouse clicks. Useful for certain visuals that should be clicked through, like seethrough trees +#define ABOVE_GAME_NO_MOUSE_PLANE -3 #define ABOVE_GAME_PLANE -2 // PLANE_SPACE layer(s) diff --git a/code/__HELPERS/see_through_maps.dm b/code/__HELPERS/see_through_maps.dm new file mode 100644 index 00000000000..d3fb5dc1bb7 --- /dev/null +++ b/code/__HELPERS/see_through_maps.dm @@ -0,0 +1,61 @@ +//For these defines, check also above for their actual shapes in-game and maybe get a better idea + +///Default shape. It's one tile above the atom +#define SEE_THROUGH_MAP_DEFAULT "default" +///A 3x3 area 2 tiles above the atom (trees love to be this shape) +#define SEE_THROUGH_MAP_THREE_X_THREE "3x3" +///2 tiles above the atom +#define SEE_THROUGH_MAP_DEFAULT_TWO_TALL "default_two_tall" +///two rows of three tiles above the atom (small but thick trees love these) +#define SEE_THROUGH_MAP_THREE_X_TWO "3x2" +///One row of three tiles above the atom, but offset one tile to the left because of how billboards work +#define SEE_THROUGH_MAP_BILLBOARD "billboard" + + +/**global statics for the see_through_component coordinate maps +* For ease of use, include a comment in the shape of the coordinate map, where O is nothing, X is a hidden tile and A is the object +* List-coordinate layout is list(relative_x, relative_y, relative_z) +* Turf finding algorithm needs the z and you can totally use it, but I can't think of any reason to ever do it +* Also it'd be really cool if you could keep the list-coordinates in here represent their actual relative coords, dont use tabs though since their spacing can differ +*/ +GLOBAL_LIST_INIT(see_through_maps, list( + // X + // A + SEE_THROUGH_MAP_DEFAULT = list( + /*----------------*/list(0, 1, 0) + ), + + // XXX + // XXX + // XXX + // OAO + SEE_THROUGH_MAP_THREE_X_THREE = list( + list(-1, 3, 0), list(0, 3, 0), list(1, 3, 0), + list(-1, 2, 0), list(0, 2, 0), list(1, 2, 0), + list(-1, 1, 0), list(0, 1, 0), list(1, 1, 0) + ), + + // X + // X + // A + SEE_THROUGH_MAP_DEFAULT_TWO_TALL = list( + /*----------------*/list(0, 2, 0), + /*----------------*/list(0, 1, 0) + ), + + // XXX + // XXX + // OAO + SEE_THROUGH_MAP_THREE_X_TWO = list( + list(-1, 2, 0), list(0, 2, 0), list(1, 2, 0), + list(-1, 1, 0), list(0, 1, 0), list(1, 1, 0) + ), + + /// XXX + /// OAO + SEE_THROUGH_MAP_BILLBOARD = list( + list(0, 1, 0), list(1, 1, 0), list(2, 1, 0) + ) +)) + + diff --git a/code/_onclick/hud/rendering/plane_master.dm b/code/_onclick/hud/rendering/plane_master.dm index 42c95d43b1c..cdcb4dc5da4 100644 --- a/code/_onclick/hud/rendering/plane_master.dm +++ b/code/_onclick/hud/rendering/plane_master.dm @@ -107,6 +107,15 @@ appearance_flags = PLANE_MASTER //should use client color blend_mode = BLEND_OVERLAY +/atom/movable/screen/plane_master/game_world_above_no_mouse + name = "above game world no mouse plane master" + plane = ABOVE_GAME_NO_MOUSE_PLANE + mouse_opacity = MOUSE_OPACITY_TRANSPARENT + + render_relay_plane = GAME_PLANE + appearance_flags = PLANE_MASTER + blend_mode = BLEND_OVERLAY + /atom/movable/screen/plane_master/massive_obj name = "massive object plane master" plane = MASSIVE_OBJ_PLANE @@ -292,3 +301,5 @@ name = "splashscreen plane" plane = SPLASHSCREEN_PLANE render_relay_plane = RENDER_PLANE_NON_GAME + + diff --git a/code/_onclick/hud/rendering/plane_master_controller.dm b/code/_onclick/hud/rendering/plane_master_controller.dm index 24a125afba4..1c2a4f75936 100644 --- a/code/_onclick/hud/rendering/plane_master_controller.dm +++ b/code/_onclick/hud/rendering/plane_master_controller.dm @@ -108,6 +108,7 @@ INITIALIZE_IMMEDIATE(/atom/movable/plane_master_controller) GAME_PLANE_FOV_HIDDEN, GAME_PLANE_UPPER, GAME_PLANE_UPPER_FOV_HIDDEN, + ABOVE_GAME_NO_MOUSE_PLANE, ABOVE_GAME_PLANE, MASSIVE_OBJ_PLANE, GHOST_PLANE, diff --git a/code/datums/components/seethrough.dm b/code/datums/components/seethrough.dm new file mode 100644 index 00000000000..5a34ece333f --- /dev/null +++ b/code/datums/components/seethrough.dm @@ -0,0 +1,147 @@ +///A component that lets you turn an object invisible when you're standing on certain relative turfs to it, like behind a tree +/datum/component/seethrough + ///List of lists that represent relative coordinates to the source atom + var/list/relative_turf_coords + ///A list of turfs on which we make ourself transparent + var/list/watched_turfs + ///Associate list, with client = trickery_image. Track which client is being tricked with which image + var/list/tricked_mobs = list() + + ///Which alpha do we animate towards? + var/target_alpha + ///How long our fase in/out takes + var/animation_time + ///After we somehow moved (because ss13 is godless and does not respect anything), how long do we need to stand still to feel safe to setup our "behind" area again + var/perimeter_reset_timer + +///see_through_map is a define pointing to a specific map. It's basically defining the area which is considered behind. See see_through_maps.dm for a list of maps +/datum/component/seethrough/Initialize(see_through_map = SEE_THROUGH_MAP_DEFAULT, target_alpha = 100, animation_time = 0.5 SECONDS, perimeter_reset_timer = 2 SECONDS) + . = ..() + + relative_turf_coords = GLOB.see_through_maps[see_through_map] + + if(!isatom(parent) || !LAZYLEN(relative_turf_coords)) + return COMPONENT_INCOMPATIBLE + + relative_turf_coords = GLOB.see_through_maps[see_through_map] + src.relative_turf_coords = relative_turf_coords + src.target_alpha = target_alpha + src.animation_time = animation_time + src.perimeter_reset_timer = perimeter_reset_timer + + RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/dismantle_perimeter) + + setup_perimeter(parent) + +///Loop through a list with relative coordinate lists to mark those tiles and hide our parent when someone enters those tiles +/datum/component/seethrough/proc/setup_perimeter(atom/parent) + watched_turfs = list() + + for(var/list/coordinates as anything in relative_turf_coords) + var/turf/target = TURF_FROM_COORDS_LIST(list(parent.x + coordinates[1], parent.y + coordinates[2], parent.z + coordinates[3])) + + if(isnull(target)) + continue + + RegisterSignal(target, COMSIG_ATOM_ENTERED, .proc/on_entered) + RegisterSignal(target, COMSIG_ATOM_EXITED, .proc/on_exited) + + watched_turfs.Add(target) + +///Someone entered one of our tiles, so sent an override overlay and a cute animation to make us fade out a bit +/datum/component/seethrough/proc/on_entered(atom/source, atom/movable/entered) + SIGNAL_HANDLER + + if(!ismob(entered)) + return + + var/mob/mob = entered + + if(!mob.client) + RegisterSignal(mob, COMSIG_MOB_LOGIN, .proc/trick_mob) + return + + if(mob in tricked_mobs) + return + + trick_mob(mob) + +///Remove the screen object and make us appear solid to the client again +/datum/component/seethrough/proc/on_exited(atom/source, atom/movable/exited, direction) + SIGNAL_HANDLER + + if(!ismob(exited)) + return + + var/mob/mob = exited + + if(!mob.client) + UnregisterSignal(mob, COMSIG_MOB_LOGIN) + return + + var/turf/moving_to = get_turf(exited) + if(moving_to in watched_turfs) + return + + //Check if we're being 'tricked' + if(mob in tricked_mobs) + var/image/trickery_image = tricked_mobs[mob] + animate(trickery_image, alpha = 255, time = animation_time) + tricked_mobs.Remove(mob) + UnregisterSignal(mob, COMSIG_MOB_LOGOUT) + + //after playing the fade-in animation, remove the screen obj + addtimer(CALLBACK(src, /datum/component/seethrough/proc/clear_image, trickery_image, mob.client), animation_time) + +///Apply the trickery image and animation +/datum/component/seethrough/proc/trick_mob(mob/fool) + var/image/user_overlay = new(parent) + user_overlay.loc = parent + user_overlay.override = TRUE + //Special plane so we can click through the overlay + user_overlay.plane = ABOVE_GAME_NO_MOUSE_PLANE + + //These are inherited, but we already use the atom's loc so we end up at double the pixel offset + user_overlay.pixel_x = 0 + user_overlay.pixel_y = 0 + + fool.client.images += user_overlay + + animate(user_overlay, alpha = target_alpha, time = animation_time) + + tricked_mobs[fool] = user_overlay + RegisterSignal(fool, COMSIG_MOB_LOGOUT, .proc/on_client_disconnect) + + +///Unrout ourselves after we somehow moved, and start a timer so we can re-restablish our behind area after standing still for a bit +/datum/component/seethrough/proc/dismantle_perimeter() + SIGNAL_HANDLER + + for(var/turf in watched_turfs) + UnregisterSignal(turf, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_EXITED)) + + watched_turfs = null + clear_all_images() + + //Timer override, so if our atom keeps moving the timer is reset until they stop for X time + addtimer(CALLBACK(src, /datum/component/seethrough/proc/setup_perimeter, parent), perimeter_reset_timer, TIMER_OVERRIDE | TIMER_UNIQUE) + +///Remove a screen image from a client +/datum/component/seethrough/proc/clear_image(image/removee, client/remove_from) + remove_from?.images -= removee //player could've logged out during the animation, so check just in case + +/datum/component/seethrough/proc/clear_all_images() + for(var/mob/fool in tricked_mobs) + var/image/trickery_image = tricked_mobs[fool] + fool.client?.images -= trickery_image + UnregisterSignal(fool, COMSIG_MOB_LOGOUT) + + tricked_mobs.Cut() + +///Image is removed when they log out because client gets deleted, so drop the mob reference +/datum/component/seethrough/proc/on_client_disconnect(mob/fool) + SIGNAL_HANDLER + + tricked_mobs.Remove(fool) + UnregisterSignal(fool, COMSIG_MOB_LOGOUT) + RegisterSignal(fool, COMSIG_MOB_LOGIN, .proc/trick_mob) diff --git a/code/game/objects/structures/billboard.dm b/code/game/objects/structures/billboard.dm index 58462527063..93179ba48cf 100644 --- a/code/game/objects/structures/billboard.dm +++ b/code/game/objects/structures/billboard.dm @@ -3,12 +3,18 @@ desc = "A blank billboard, with space for all kinds of advertising." icon = 'icons/obj/billboard.dmi' icon_state = "billboard_blank" + plane = ABOVE_GAME_PLANE max_integrity = 1000 bound_width = 96 - bound_height = 64 + bound_height = 32 density = TRUE anchored = TRUE +/obj/structure/billboard/Initialize(mapload) + . = ..() + + AddComponent(/datum/component/seethrough, SEE_THROUGH_MAP_BILLBOARD) + /obj/structure/billboard/donk_n_go name = "\improper Donk-n-Go billboard" desc = "A billboard advertising Donk-n-Go, Donk Co's ever-present and ever-unhealthy fast-food venture: GET IN, GET FED, GET GONE!" diff --git a/code/game/objects/structures/flora.dm b/code/game/objects/structures/flora.dm index a5e9104382c..76cbeb1e344 100644 --- a/code/game/objects/structures/flora.dm +++ b/code/game/objects/structures/flora.dm @@ -324,6 +324,15 @@ GLOBAL_LIST_EMPTY(flora_uprooting_tools_typepaths) delete_on_harvest = TRUE flora_flags = FLORA_HERBAL | FLORA_WOODEN +/obj/structure/flora/tree/Initialize(mapload) + . = ..() + + AddComponent(/datum/component/seethrough, get_seethrough_map()) + +///Return a see_through_map, examples in seethrough.dm +/obj/structure/flora/tree/proc/get_seethrough_map() + return SEE_THROUGH_MAP_DEFAULT + /obj/structure/flora/tree/harvest(mob/living/user) . = ..() var/turf/my_turf = get_turf(src) @@ -381,6 +390,9 @@ GLOBAL_LIST_EMPTY(flora_uprooting_tools_typepaths) pixel_x = -48 pixel_y = -20 +/obj/structure/flora/tree/jungle/get_seethrough_map() + return SEE_THROUGH_MAP_THREE_X_THREE + /obj/structure/flora/tree/jungle/style_2 icon_state = "tree2" /obj/structure/flora/tree/jungle/style_3 @@ -401,6 +413,9 @@ GLOBAL_LIST_EMPTY(flora_uprooting_tools_typepaths) icon = 'icons/obj/flora/jungletreesmall.dmi' icon_state = "tree1" +/obj/structure/flora/tree/jungle/small/get_seethrough_map() + return SEE_THROUGH_MAP_THREE_X_TWO + /obj/structure/flora/tree/jungle/small/style_2 icon_state = "tree2" /obj/structure/flora/tree/jungle/small/style_3 @@ -425,6 +440,9 @@ GLOBAL_LIST_EMPTY(flora_uprooting_tools_typepaths) icon = 'icons/obj/flora/pinetrees.dmi' icon_state = "pine_1" +/obj/structure/flora/tree/pine/get_seethrough_map() + return SEE_THROUGH_MAP_DEFAULT_TWO_TALL + /obj/structure/flora/tree/pine/style_2 icon_state = "pine_2" /obj/structure/flora/tree/pine/style_3 diff --git a/tgstation.dme b/tgstation.dme index f30bba94b9b..83824e5db4d 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -344,6 +344,7 @@ #include "code\__HELPERS\roundend.dm" #include "code\__HELPERS\sanitize_values.dm" #include "code\__HELPERS\screen_objs.dm" +#include "code\__HELPERS\see_through_maps.dm" #include "code\__HELPERS\shell.dm" #include "code\__HELPERS\spatial_info.dm" #include "code\__HELPERS\spawns.dm" @@ -852,6 +853,7 @@ #include "code\datums\components\rotation.dm" #include "code\datums\components\scope.dm" #include "code\datums\components\seclight_attachable.dm" +#include "code\datums\components\seethrough.dm" #include "code\datums\components\shell.dm" #include "code\datums\components\shielded.dm" #include "code\datums\components\shrink.dm"