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Bubberstation/code/datums/components/echolocation.dm
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00

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/datum/component/echolocation
/// Radius of our echolocation.
var/echo_range = 5
/// Time for the image to start fading out.
var/image_expiry_time = 0.7 SECONDS
/// Time for the image to fade in.
var/fade_in_time = 0.2 SECONDS
/// Time for the image to fade out and delete itself.
var/fade_out_time = 0.3 SECONDS
/// Assoc list of world.time to atom ref to active image
VAR_PRIVATE/list/active_images = list()
/// All the saved appearances, keyed by icon-icon_state.
VAR_PRIVATE/static/list/saved_appearances = list()
/// Typepache of atom types that will be highlighted with an image on ABOVE_GAME_PLANE.
var/list/highlighted_paths
/// Typepache of atom types that will have an image generated on WALL_PLANE,
/// so they stick out from the floor but they don't obstruct game objects.
var/list/background_paths
/// Typecache of overlay icon states to the typecache of types that get that overlay.
var/list/overlay_states
/// Combined typecache of all (UNCHANGING) types we want to echolocate, for faster checking.
VAR_PRIVATE/list/combined_filter
/// The focus action for adjusting echolocation settings.
var/datum/action/echolocation_focus/focus
/// A matrix that turns everything except #ffffff into pure blackness, used for our images (the outlines are #ffffff).
VAR_PRIVATE/list/black_white_matrix
/// List of planes we apply our filters to.
VAR_PRIVATE/list/planes
/// Check every few seconds if we lost our hearing, disable sight_bypass if so (turning us really blind).
COOLDOWN_DECLARE(deafness_check)
/datum/component/echolocation/Initialize(
echo_range = src.echo_range,
image_expiry_time = src.image_expiry_time,
fade_in_time = src.fade_in_time,
fade_out_time = src.fade_out_time,
echo_icon,
use_echo = TRUE, // BUBBER EDIT - ADDITION
)
. = ..()
var/mob/living/echolocator = parent
if(!istype(echolocator))
return COMPONENT_INCOMPATIBLE
overlay_states = list(
"danger" = typecacheof(
list(
/turf/closed/wall/space,
/turf/open/chasm,
/turf/open/floor/fakepit,
/turf/open/floor/fakespace,
/turf/open/lava,
/turf/open/openspace,
/turf/open/space,
),
),
"door" = typecacheof(
list(
/obj/machinery/door,
/obj/structure/mineral_door,
),
)
)
highlighted_paths = list()
background_paths = typecacheof(list(/obj/structure/bed, /obj/structure/table))
combined_filter = list()
for(var/state, typecache in overlay_states)
combined_filter |= typecache
combined_filter |= background_paths
black_white_matrix = list(85, 85, 85, 0, 85, 85, 85, 0, 85, 85, 85, 0, 0, 0, 0, 1, -254, -254, -254, 0)
planes = list(ABOVE_GAME_PLANE, FLOOR_PLANE, GAME_PLANE, WALL_PLANE)
focus = new(src)
focus.Grant(parent)
src.echo_range = echo_range
src.image_expiry_time = image_expiry_time
src.fade_in_time = fade_in_time
src.fade_out_time = fade_out_time
ADD_TRAIT(echolocator, TRAIT_ECHOLOCATOR, ECHOLOCATION_TRAIT)
deafness_check()
RegisterSignals(echolocator, list(SIGNAL_ADDTRAIT(TRAIT_DEAF), SIGNAL_REMOVETRAIT(TRAIT_DEAF)), PROC_REF(deafness_check))
echolocator.become_blind(ECHOLOCATION_TRAIT)
// echolocator.overlay_fullscreen(ECHOLOCATION_TRAIT, /atom/movable/screen/fullscreen/echo, echo_icon) // BUBBER EDIT - REMOVAL
// BUBBER EDIT - ADDITION - START
if (use_echo)
echolocator.overlay_fullscreen(ECHOLOCATION_TRAIT, /atom/movable/screen/fullscreen/echo, echo_icon)
// BUBBER EDIT - ADDITION - END
echolocator.apply_status_effect(/datum/status_effect/grouped/see_no_names, ECHOLOCATION_TRAIT)
START_PROCESSING(SSfastprocess, src)
if(echolocator.hud_used)
hud_created()
RegisterSignal(echolocator, COMSIG_MOB_HUD_CREATED, PROC_REF(hud_created))
echolocator.update_sight()
/datum/component/echolocation/Destroy(force)
STOP_PROCESSING(SSfastprocess, src)
var/mob/living/echolocator = parent
REMOVE_TRAIT(echolocator, TRAIT_ECHOLOCATOR, ECHOLOCATION_TRAIT)
REMOVE_TRAIT(echolocator, TRAIT_SIGHT_BYPASS, ECHOLOCATION_TRAIT)
UnregisterSignal(echolocator, list(SIGNAL_ADDTRAIT(TRAIT_DEAF), SIGNAL_REMOVETRAIT(TRAIT_DEAF)))
echolocator.cure_blind(ECHOLOCATION_TRAIT)
echolocator.clear_fullscreen(ECHOLOCATION_TRAIT)
echolocator.remove_status_effect(/datum/status_effect/grouped/see_no_names, ECHOLOCATION_TRAIT)
QDEL_NULL(focus)
for(var/tplane in planes)
for(var/atom/movable/screen/plane_master/game_plane as anything in echolocator.hud_used?.get_true_plane_masters(tplane))
game_plane.remove_filter("[ECHOLOCATION_TRAIT]_color")
game_plane.remove_filter("[ECHOLOCATION_TRAIT]_outline")
UnregisterSignal(echolocator, COMSIG_MOB_HUD_CREATED)
echolocator.update_sight()
for(var/time, image_list in active_images)
for(var/atom_ref, echo_image in image_list)
echolocator.client?.images -= echo_image
return ..()
/// Add or remove SIGHT_BYPASS depending on if we are deaf or not
/datum/component/echolocation/proc/deafness_check(...)
SIGNAL_HANDLER
if(HAS_TRAIT(parent, TRAIT_DEAF))
REMOVE_TRAIT(parent, TRAIT_SIGHT_BYPASS, ECHOLOCATION_TRAIT)
else
ADD_TRAIT(parent, TRAIT_SIGHT_BYPASS, ECHOLOCATION_TRAIT)
/// If the mob had no hud when they gained echolocation we need to apply the effect now
/datum/component/echolocation/proc/hud_created(...)
SIGNAL_HANDLER
var/mob/living/echolocator = parent
for(var/tplane in planes)
for(var/atom/movable/screen/plane_master/game_plane as anything in echolocator.hud_used.get_true_plane_masters(tplane))
game_plane.add_filter("[ECHOLOCATION_TRAIT]_color", 1, color_matrix_filter(black_white_matrix))
game_plane.add_filter("[ECHOLOCATION_TRAIT]_outline", 1, outline_filter(size = 1, color = COLOR_WHITE))
/datum/component/echolocation/process()
var/mob/living/echolocator = parent
if(echolocator.stat == DEAD)
return
COOLDOWN_START(src, deafness_check, 0. SECONDS)
echolocate()
/datum/component/echolocation/proc/echolocate()
var/mob/living/echolocator = parent
var/list/filtered = list()
for(var/atom/seen_atom as anything in dview(echo_range, get_turf(echolocator.client?.eye || echolocator), invis_flags = echolocator.see_invisible))
if(!seen_atom.alpha)
continue
if(!is_type_in_typecache(seen_atom, combined_filter) && !is_type_in_typecache(seen_atom, highlighted_paths))
continue
filtered += seen_atom
if(!length(filtered))
return
var/list/known_refs = list()
for(var/time, image_list in active_images)
for(var/atom_ref, echo_image in image_list)
known_refs[atom_ref] = time
var/current_time = "[world.time]"
active_images[current_time] = list()
for(var/atom/filtered_atom as anything in filtered)
// if we are already showing an image for this atom, just update its time so it sticks around longer
var/atom_ref = REF(filtered_atom)
if(known_refs[atom_ref])
var/old_time = known_refs[atom_ref]
var/image/old_image = active_images[old_time][atom_ref]
active_images[old_time] -= atom_ref
active_images[current_time][atom_ref] = old_image
if(!length(active_images[old_time]))
active_images -= old_time
// if they are mid fade, cancel it
animate(old_image, time = 0, alpha = 255)
continue
var/image/final_image
// check for special overlays first
for(var/overlay_state, overlay_typecache in overlay_states)
if(!is_type_in_typecache(filtered_atom, overlay_typecache))
continue
var/image/special_overlay = saved_appearances[overlay_state]
if(!special_overlay)
special_overlay = image('icons/effects/echolocate.dmi', null, overlay_state)
special_overlay.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
saved_appearances[overlay_state] = special_overlay
final_image = image(special_overlay)
break
// or generate a new image for this atom
if(isnull(final_image))
var/image/found_appearance = saved_appearances["[filtered_atom.icon]-[filtered_atom.icon_state]"]
if(isnull(found_appearance))
found_appearance = new(filtered_atom)
if(filtered_atom.icon && filtered_atom.icon_state)
saved_appearances["[filtered_atom.icon]-[filtered_atom.icon_state]"] = found_appearance
found_appearance.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
final_image = image(found_appearance)
final_image.dir = filtered_atom.dir
if(isturf(filtered_atom))
// We don't want to mess with you, you can stay on floor or wall plane or whatever
SET_PLANE(final_image, filtered_atom.plane, filtered_atom)
else if(is_type_in_typecache(filtered_atom, background_paths) || PLANE_TO_TRUE(final_image.plane) == FLOOR_PLANE)
// I am being evil here and using wall plane due to being in-between of game plane and floor plane
// Why? Because we need background/floor objects to have their own layering, otherwise the effect is blended in wrong
// These objects will scarcely interact with real walls so it's... fine
final_image.layer = ABOVE_NORMAL_TURF_LAYER
SET_PLANE(final_image, WALL_PLANE, filtered_atom)
else
// Must be on above game plane to separate the effects from game objects
SET_PLANE(final_image, ABOVE_GAME_PLANE, filtered_atom)
// Setting loc so we should disregard pixel offsets
final_image.pixel_w = 0
final_image.pixel_x = 0
final_image.pixel_y = 0
final_image.pixel_z = 0
final_image.loc = filtered_atom
// fade in
if(fade_in_time > 0)
final_image.alpha = 0
animate(final_image, alpha = 255, time = fade_in_time)
active_images[current_time] ||= list()
active_images[current_time][atom_ref] = final_image
echolocator.client?.images += final_image
addtimer(CALLBACK(src, PROC_REF(fade_images), current_time), image_expiry_time)
/datum/component/echolocation/proc/fade_images(from_time)
if(fade_out_time <= 0)
cleanup_images(from_time)
return
for(var/atom_ref, echo_image in active_images[from_time])
animate(echo_image, alpha = 0, time = fade_out_time)
addtimer(CALLBACK(src, PROC_REF(cleanup_images), from_time), fade_out_time + 0.5 SECONDS)
/datum/component/echolocation/proc/cleanup_images(from_time)
var/mob/living/echolocator = parent
for(var/atom_ref, echo_image in active_images[from_time])
echolocator.client?.images -= echo_image
active_images -= from_time
/atom/movable/screen/fullscreen/echo
icon_state = "echo"
layer = 30
plane = PLANE_SPACE_PARALLAX
show_when_dead = TRUE
/atom/movable/screen/fullscreen/echo/Initialize(mapload, datum/hud/hud_owner)
. = ..()
particles = new /particles/echo()
/atom/movable/screen/fullscreen/echo/Destroy()
QDEL_NULL(particles)
return ..()
/datum/action/echolocation_focus
name = "Echolocation Focus"
desc = "Focus your echolocation to reveal more details or ignore certain objects."
/// Assoc list of option name to typecache list
var/static/list/options
/// List of currently selected option names
var/list/selected_options
/datum/action/echolocation_focus/New(Target)
. = ..()
if(!options)
var/list/all_floor_objects = list(/obj/machinery/atmospherics/components)
for(var/obj/floor_type as anything in typesof(/obj/machinery, /obj/structure))
if(initial(floor_type.plane) == FLOOR_PLANE)
all_floor_objects += floor_type
options = list()
options["Blood"] = typecacheof(/obj/effect/decal/cleanable/blood)
options["Items"] = typecacheof(/obj/item)
options["Floor Objects"] = typecacheof(all_floor_objects)
selected_options = list(options[1], options[2])
update_echocomp()
/datum/action/echolocation_focus/proc/update_echocomp()
var/datum/component/echolocation/echo_comp = target
echo_comp.highlighted_paths.Cut()
for(var/option_name in selected_options)
echo_comp.highlighted_paths |= options[option_name]
/datum/action/echolocation_focus/Trigger(mob/clicker, trigger_flags)
. = ..()
if(!.)
return
ui_interact(clicker)
/datum/action/echolocation_focus/ui_status(mob/user, datum/ui_state/state)
return IsAvailable() ? UI_INTERACTIVE : UI_CLOSE
/datum/action/echolocation_focus/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(isnull(ui))
ui = new(user, src, "EcholocationFocus")
ui.open()
/datum/action/echolocation_focus/ui_data(mob/user)
var/list/data = list()
data["selected_options"] = selected_options
data["all_options"] = assoc_to_keys(options)
return data
/datum/action/echolocation_focus/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
if(action != "toggle")
return
var/toggled_option = params["option"]
if(toggled_option in selected_options)
selected_options -= toggled_option
else
selected_options += toggled_option
update_echocomp()
return TRUE