Commit Graph

19 Commits

Author SHA1 Message Date
LemonInTheDark 23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request

I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)

This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.

I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea

OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?

It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.

We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.

Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).

That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube

Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.

As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.

Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups

BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.

This was quite messy, so I've refactored it (and maps too) to be a bit more modular.

Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.

Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.

Much better then the hardcoded pattern we used to use. So much duplicated code man.

Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.

image

In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.

It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.

In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.

It also comes with an info dump about the ui, and plane masters/relays in general.

Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes

Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.

This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.

Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday

I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.

The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes

We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.

Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.

Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>

Fixes #65800
Fixes #68461
Changelog

cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
2022-09-27 20:11:04 +13:00
MrMelbert 45516f4741 Adds macros to help with common set_- and adjust_timed_status_effect uses (#69951)
* Adds helpers for status effect application
2022-09-24 11:04:26 -04:00
Mothblocks e9d0498432 Adds Puzzgrid smite to trap enemy gamers in a fiendishly hard puzzle (#66855)
* Puzzgrids
2022-05-21 10:31:55 +02:00
MrMelbert ab51d5a00c Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink) (#66031)
* Refactor slurring + cultslur to be a status effect

* Refactors stutter to be a status effect

* Adds a VV helper and a setter
- also adds heretic slurring text

* Adjustments to the heretic slurring

* classified VV key correctly

* "Normal" -> "Drunk" slurring

* social anxiety fix

* Adjusments and an accidentally reverted fix

* comment

* Fixes drunk file + two other minor issues

* merge skew time

* comments

* Generalizes this proc for the future.

* Missed stuff

* Numbers adjusted the wrong direction

* missed a single one

* incorrect numbers

* changes add/remove to "adjust"
2022-04-14 21:36:52 -04:00
Jeremiah 9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00
Ghilker 95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
tralezab 1064b84a9a Fully Immersing someone now reminds them to roleplay correctly (#61657)
Please roleplay correctly!
2021-09-24 17:58:46 -04:00
Timberpoes d14b6cc849 Radically improves explosion logging. (#61419)
Adds some extra vars and logic to explosion code to make powerful logging entries that should help admins narrow down when explosives get misused.

Records this new info in the feedback database and bumps the explosion version +1 as a result of this.
2021-09-18 18:13:16 +01:00
tralezab b69d87a76e Sparring Sect! (#61316)
Adds the sparring god. Your deity wants you to go out and spar people for self improvement.

Sparring
You can create contracts from paper as the chaplain. The contracts come with a set of conditions for the battle.

You can set which weapons are allowed.

You can set what you earn from winning.

You can set where you fight.

BOTH participants in the sparring match must agree to the terms for the fight to begin. Changing the terms will remove any other signatures on the contract, requiring them to review and willingly sign again.

Setting the stakes to be holy will give you favor for winning the fight. You can only do this once per person, so you can't farm points. You can use points on declaring new areas as arenas, or if you save up enough, buff your heart to keep fighting in dangerous conditions.
2021-09-17 21:04:47 +01:00
Mothblocks 5a4c87a9fc tgui Preferences Menu + total rewrite of the preferences backend (#61313)
About The Pull Request

Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.

Splits game preferences into its own window.

Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.

This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.

Fixes #60823
Fixes #28907
Fixes #44887
Fixes #59912
Fixes #58458
Fixes #59181
Major TODOs

Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc

    A lot of specialized testing so that people's real data don't get corrupted

Changelog

cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
2021-09-15 10:11:11 +12:00
Timberpoes 7df1931ab0 Reimagines the imaginary friend as a fancy new smite. (#61218)
Fixed imaginary friends being unable to turn by movement or holding down ctrl. I assume this was broken when abstract_move was implemented.

Makes some tweaks to the Imaginary Friend mob. It no longer cares about any brain traumas and can exist standalone.

Added the ability to take a set of datum prefs as an argument. It will attempt to create an imaginary friend as per those datum prefs.

This imaginary friend can be a cyborg or an AI core.

Takes this improved behaviour and packages it into a brand new smite that allows admins to inflict anyone with a permanent imaginary friend. This is not tied to a brain trauma. You can probably give imaginary friends imaginary friends. You can probably give the AI eye an imaginary friend. I have not tested this. It is probably a bad idea.

You can give simplemobs imaginary friends. Basic mobs. Silicons.

You choose whether the imaginary friend takes on the preferences of the person you choose to be the imaginary friend or is random
2021-09-05 11:23:09 -04:00
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
Celotajs 190d0a0384 Replace alert usage with tgui_alert (#58419)
Pretty much every alert() call is replaced with tgui_alert, except one I replaced with tgalert as a fallback. If tgui_alert exists, why not use it?
2021-05-20 22:43:27 +12:00
TemporalOroboros 9f598a9662 Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
2021-04-26 17:31:25 -07:00
tralezab d0eb1ce36c refactors pods, new helper for spawning items from pods through code (#58222) 2021-04-13 00:37:48 -07:00
tralezab 09ab61ae05 Four New Sects, small rethemes to first 3 (#57820)
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-04-11 22:57:43 +03:00
GuillaumePrata 2404a29fd3 Adds an Ocky icky phobia (#57450)
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
2021-03-07 22:26:01 -08:00
Timberpoes 7c94f81028 Adds more admin memery and deadchat_control options to immovable rods. (#56888)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-15 15:35:00 -08:00
Jared-Fogle 39fd90b17a Refactors smiting, adds smite build mode (#55327)
Refactors smiting out from being a large switch/case into datums.

Adds a new smite option to build mode. This lets you choose a smite and rapidly apply it to a lot of people, presumably for EORG. Requested for by...one of the admins, I forget which.
2020-12-11 00:22:00 +00:00