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SmArtKar f6c0c49bf9 Fixes runtimes from throwing fishing lines into water (#94502)
## About The Pull Request

We check reachability using an abstract /obj object for reaches over a
single tile, which caused a runtime as we tried to create an overlay for
a 0 width sprite. Probably shouldn't be making overlays for invisible
(due to lack of an icon) objects anyways.

## Changelog
🆑
fix: Fixes runtimes from throwing fishing lines into water
/🆑
2025-12-16 21:55:12 -05:00

314 lines
14 KiB
Plaintext

/// A list of movables that shouldn't be affected by the element, either because it'd look bad or barely perceptible
GLOBAL_LIST_INIT(immerse_ignored_movable, typecacheof(list(
/obj/effect,
/mob/dead,
/obj/projectile,
)))
/// A visual element that makes movables entering the attached turfs look immersed into that turf.
/// May the gods forgive me for the bullshit you're about to witness
/datum/element/immerse
element_flags = ELEMENT_DETACH_ON_HOST_DESTROY | ELEMENT_BESPOKE
argument_hash_start_idx = 2
/// An association list of turfs that have this element attached and their affected contents.
var/list/attached_turf_contents = list()
/// A list of generated immersion masks based on object width, height and whever they're fully immersed underwater
var/list/immersion_masks = list()
/// An assoc list of instances of /atom/movable/immerse_mask used as abstract effect relays, because god is dead
var/list/generated_visual_overlays = list()
/// icon_state used as a mask by our turf
var/mask_icon = "immerse"
/// Alpha of the mask, to make the liquid partially transparent
var/alpha = 180
/datum/element/immerse/Attach(turf/target, mask_icon = "immerse", alpha = 180)
. = ..()
if(!isturf(target) || !mask_icon)
return ELEMENT_INCOMPATIBLE
src.mask_icon = mask_icon
src.alpha = alpha
RegisterSignal(target, SIGNAL_ADDTRAIT(TRAIT_IMMERSE_STOPPED), PROC_REF(stop_immersion))
RegisterSignal(target, SIGNAL_REMOVETRAIT(TRAIT_IMMERSE_STOPPED), PROC_REF(start_immersion))
if(!HAS_TRAIT(target, TRAIT_IMMERSE_STOPPED))
start_immersion(target)
/datum/element/immerse/Detach(turf/source)
UnregisterSignal(source, list(SIGNAL_ADDTRAIT(TRAIT_IMMERSE_STOPPED), SIGNAL_REMOVETRAIT(TRAIT_IMMERSE_STOPPED)))
if(!HAS_TRAIT(source, TRAIT_IMMERSE_STOPPED))
stop_immersion(source)
return ..()
/// Makes the element start affecting the turf and its contents. Called on Attach() or when TRAIT_IMMERSE_STOPPED is removed.
/datum/element/immerse/proc/start_immersion(turf/source)
SIGNAL_HANDLER
RegisterSignals(source, list(COMSIG_ATOM_ABSTRACT_ENTERED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON), PROC_REF(on_init_or_entered))
RegisterSignal(source, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(on_atom_exited))
attached_turf_contents += source
for(var/atom/movable/movable as anything in source)
if(!(movable.flags_1 & INITIALIZED_1) || movable.invisibility >= INVISIBILITY_OBSERVER)
continue
on_init_or_entered(source, movable)
/// Stops the element from affecting on the turf and its contents. Called on Detach() or when TRAIT_IMMERSE_STOPPED is added.
/datum/element/immerse/proc/stop_immersion(turf/source)
SIGNAL_HANDLER
UnregisterSignal(source, list(COMSIG_ATOM_ABSTRACT_ENTERED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, COMSIG_ATOM_ABSTRACT_EXITED))
for(var/atom/movable/movable as anything in attached_turf_contents[source])
remove_from_element(source, movable)
attached_turf_contents -= source
/**
* If the movable is within the right layers and planes, not in the list of movable types to ignore,
* or already affected by the element for that matter, signals will be registered and,
* unless the movable is flying, it'll appear as if immersed in that water.
*/
/datum/element/immerse/proc/on_init_or_entered(turf/source, atom/movable/movable)
SIGNAL_HANDLER
if(QDELETED(movable))
return
if(HAS_TRAIT(movable, TRAIT_IMMERSED) || HAS_TRAIT(movable, TRAIT_WALLMOUNTED))
return
if(!ISINRANGE(PLANE_TO_TRUE(movable.plane), FLOOR_PLANE, GAME_PLANE))
return
// First, floor plane objects use TOPDOWN_LAYER, second this check shouldn't apply to them anyway.
var/layer_to_check = IS_TOPDOWN_PLANE(source.plane) ? TOPDOWN_ABOVE_WATER_LAYER : ABOVE_ALL_MOB_LAYER
if(movable.layer >= layer_to_check)
return
if(is_type_in_typecache(movable, GLOB.immerse_ignored_movable))
return
var/atom/movable/buckled = null
if(isliving(movable))
var/mob/living/living_mob = movable
buckled = living_mob.buckled
RegisterSignal(living_mob, COMSIG_LIVING_SET_BUCKLED, PROC_REF(on_set_buckled))
RegisterSignal(living_mob, COMSIG_LIVING_UPDATE_OFFSETS, PROC_REF(on_update_offsets))
RegisterSignal(movable, COMSIG_LIVING_POST_UPDATE_TRANSFORM, PROC_REF(on_update_transform))
RegisterSignal(movable, COMSIG_ATOM_SPIN_ANIMATION, PROC_REF(on_spin_animation))
RegisterSignal(movable, COMSIG_QDELETING, PROC_REF(on_movable_qdel))
try_immerse(movable, buckled)
LAZYADD(attached_turf_contents[source], movable)
ADD_TRAIT(movable, TRAIT_IMMERSED, ELEMENT_TRAIT(src))
/datum/element/immerse/proc/on_movable_qdel(atom/movable/source)
SIGNAL_HANDLER
remove_from_element(source.loc, source)
/**
* Called by init_or_entered() and on_set_buckled().
* This applies the overlay if neither the movable or whatever is buckled to (exclusive to living mobs) are flying
* as well as movetype signals when the movable isn't buckled.
*/
/datum/element/immerse/proc/try_immerse(atom/movable/movable, atom/movable/buckled)
var/atom/movable/to_check = buckled || movable
if(!(to_check.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) && !movable.throwing)
add_immerse_overlay(movable)
if(buckled)
return
RegisterSignal(movable, COMSIG_MOVETYPE_FLAG_ENABLED, PROC_REF(on_move_flag_enabled))
RegisterSignal(movable, COMSIG_MOVETYPE_FLAG_DISABLED, PROC_REF(on_move_flag_disabled))
RegisterSignal(movable, COMSIG_MOVABLE_POST_THROW, PROC_REF(on_throw))
RegisterSignal(movable, COMSIG_MOVABLE_THROW_LANDED, PROC_REF(on_throw_landed))
/// Called by on_set_buckled() and remove_from_element().
/// This removes the filter and signals from the movable unless it doesn't have them.
/datum/element/immerse/proc/try_unimmerse(atom/movable/movable, atom/movable/buckled)
var/atom/movable/to_check = buckled || movable
if(!(to_check.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) && !movable.throwing)
remove_immerse_overlay(movable)
if(buckled)
return
UnregisterSignal(movable, list(
COMSIG_MOVETYPE_FLAG_ENABLED,
COMSIG_MOVETYPE_FLAG_DISABLED,
COMSIG_MOVABLE_POST_THROW,
COMSIG_MOVABLE_THROW_LANDED
))
/datum/element/immerse/proc/on_set_buckled(mob/living/source, atom/movable/new_buckled)
SIGNAL_HANDLER
try_unimmerse(source, source.buckled)
try_immerse(source, new_buckled)
/// Removes the overlay from mob and bucklees is flying.
/datum/element/immerse/proc/on_move_flag_enabled(atom/movable/source, flag, old_movement_type)
SIGNAL_HANDLER
if(!(flag & MOVETYPES_NOT_TOUCHING_GROUND) || (old_movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || source.throwing)
return
remove_immerse_overlay(source)
for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
remove_immerse_overlay(buckled_mob)
/// Works just like on_move_flag_enabled, except it only has to check that movable isn't flying
/datum/element/immerse/proc/on_throw(atom/movable/source)
SIGNAL_HANDLER
if(source.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
return
remove_immerse_overlay(source)
for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
remove_immerse_overlay(buckled_mob)
/// Readds the overlay to the mob and bucklees if no longer flying.
/datum/element/immerse/proc/on_move_flag_disabled(atom/movable/source, flag, old_movement_type)
SIGNAL_HANDLER
if(!(flag & MOVETYPES_NOT_TOUCHING_GROUND) || (source.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || source.throwing)
return
add_immerse_overlay(source)
for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
add_immerse_overlay(buckled_mob)
/// Works just like on_move_flag_disabled, except it only has to check that movable isn't flying
/datum/element/immerse/proc/on_throw_landed(atom/movable/source)
SIGNAL_HANDLER
if(source.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
return
add_immerse_overlay(source)
for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
add_immerse_overlay(buckled_mob)
/// Called when a movable exits the turf. If its new location is not in the list of turfs with this element,
/// remove the movable from the element.
/datum/element/immerse/proc/on_atom_exited(turf/source, atom/movable/exited, direction)
SIGNAL_HANDLER
if(!attached_turf_contents[exited.loc])
remove_from_element(source, exited)
return
LAZYREMOVE(attached_turf_contents[source], exited)
LAZYADD(attached_turf_contents[exited.loc], exited)
//// Remove any signal, overlay, trait given to the movable and reference to it within the element.
/datum/element/immerse/proc/remove_from_element(turf/source, atom/movable/movable)
var/atom/movable/buckled = null
if(isliving(movable))
var/mob/living/living_mob = movable
buckled = living_mob.buckled
try_unimmerse(movable, buckled)
LAZYREMOVE(attached_turf_contents[source], movable)
UnregisterSignal(movable, list(COMSIG_LIVING_SET_BUCKLED, COMSIG_QDELETING, COMSIG_LIVING_UPDATE_OFFSETS, COMSIG_ATOM_SPIN_ANIMATION, COMSIG_LIVING_POST_UPDATE_TRANSFORM))
REMOVE_TRAIT(movable, TRAIT_IMMERSED, ELEMENT_TRAIT(src))
/// Generate a mask filter mutable to use as render_source for the alpha filter based on provided width, height and immersion state
/datum/element/immerse/proc/generate_immerse_mask(width, height, is_below_water)
if (!width || !height)
return
var/clean_height = height
width = ceil(width / ICON_SIZE_X) * ICON_SIZE_X
height = ceil(height / ICON_SIZE_Y) * ICON_SIZE_Y
var/mask_key = "[width]-[height]-[is_below_water]"
var/mutable_appearance/target_mask = immersion_masks[mask_key]
if (target_mask)
return target_mask
if (width == ICON_SIZE_X && height == ICON_SIZE_Y)
target_mask = mutable_appearance('icons/effects/effects.dmi', mask_icon, alpha = alpha)
immersion_masks[mask_key] = target_mask
return target_mask
var/icon/column_icon = icon('icons/effects/effects.dmi', mask_icon)
var/y_tiles = 1
if (height != ICON_SIZE_Y)
column_icon.Crop(1, 1, ICON_SIZE_X, ICON_SIZE_Y) // Use base icon and crop it out so animation frames respect dmi's delays
y_tiles = ceil((height / ICON_SIZE_Y - 1) / 2) + 1
column_icon.Scale(ICON_SIZE_X, y_tiles * ICON_SIZE_Y)
var/icon/effect_icon = icon('icons/effects/effects.dmi', mask_icon)
var/icon/fill_icon = icon('icons/effects/alphacolors.dmi', "white")
for (var/y_tile in 1 to y_tiles - 1)
column_icon.Blend(fill_icon, ICON_OVERLAY, 1, 1 + (y_tile - 1) * ICON_SIZE_Y)
column_icon.Blend(effect_icon, ICON_OVERLAY, 1, 1 + (y_tiles - 1) * ICON_SIZE_Y)
var/icon/immerse_icon = null
if (width == ICON_SIZE_X)
immerse_icon = column_icon
else
immerse_icon = icon('icons/effects/effects.dmi', mask_icon) // Use base icon and crop it out so animation frames respect dmi's delays
immerse_icon.Crop(1, 1, ICON_SIZE_X, ICON_SIZE_Y)
immerse_icon.Scale(ceil(width / ICON_SIZE_X) * ICON_SIZE_X, ceil(height / ICON_SIZE_Y) * ICON_SIZE_Y)
for (var/x_tile in 1 to ceil(width / ICON_SIZE_X))
immerse_icon.Blend(column_icon, ICON_OVERLAY, 1 + (x_tile - 1) * ICON_SIZE_X, 1)
target_mask = mutable_appearance(immerse_icon)
target_mask.alpha = alpha
target_mask.pixel_y = -(y_tiles - 1) * ICON_SIZE_Y + floor((clean_height - ICON_SIZE_Y) / 2)
immersion_masks[mask_key] = target_mask
return target_mask
/datum/element/immerse/proc/add_immerse_overlay(atom/movable/movable)
// This determines if the overlay should cover the entire surface of the object or not
var/layer_to_check = IS_TOPDOWN_PLANE(movable.plane) ? TOPDOWN_WATER_LEVEL_LAYER : WATER_LEVEL_LAYER
var/is_below_water = (movable.layer < layer_to_check) ? "underwater-" : ""
// Tall mobs still only get covered to their feet, unless they're offset down
var/mutable_appearance/immerse_mask = generate_immerse_mask(movable.get_cached_width(), max(ICON_SIZE_Y - movable.pixel_z, ICON_SIZE_Y), is_below_water)
if (!immerse_mask)
return
var/atom/movable/immerse_mask/effect_relay = generated_visual_overlays[movable]
if (!effect_relay)
effect_relay = new(movable)
movable.vis_contents += effect_relay
generated_visual_overlays[movable] = effect_relay
var/mutable_appearance/mask_copy = new(immerse_mask)
effect_relay.appearance = mask_copy
effect_relay.render_target = "*immerse_[REF(movable)]"
SEND_SIGNAL(movable, COMSIG_MOVABLE_EDIT_UNIQUE_IMMERSE_OVERLAY, effect_relay)
// Should always render above any other filters that could be adding visuals
movable.add_filter("immerse_mask", INFINITY, alpha_mask_filter(y = -floor((movable.get_cached_height() - ICON_SIZE_Y) / 2) - movable.pixel_z, render_source = effect_relay.render_target, flags = MASK_INVERSE))
/datum/element/immerse/proc/remove_immerse_overlay(atom/movable/movable, deleting = TRUE)
movable.remove_filter("immerse_mask")
if (!deleting)
return
var/atom/movable/immerse_mask/mask = generated_visual_overlays[movable]
movable.vis_contents -= mask
generated_visual_overlays -= movable
QDEL_NULL(mask)
/// A band-aid to keep the (unique) visual overlay from scaling and rotating along with its owner. I'm sorry.
/datum/element/immerse/proc/on_update_transform(mob/living/source, resize, new_lying_angle, is_opposite_angle)
SIGNAL_HANDLER
var/atom/movable/immerse_mask/effect_relay = generated_visual_overlays[source]
if (!effect_relay)
return
var/matrix/new_transform = matrix()
new_transform.Scale(1 / source.current_size)
new_transform.Turn(-new_lying_angle)
var/mutable_appearance/relay_appearance = new(effect_relay.appearance)
relay_appearance.transform = new_transform
effect_relay.appearance = relay_appearance
/// Spin the overlay in the opposite direction so it doesn't look like it's spinning at all.
/datum/element/immerse/proc/on_spin_animation(atom/source, speed, loops, segments, segment)
SIGNAL_HANDLER
var/atom/movable/immerse_mask/immerse_mask = generated_visual_overlays[source]
if (immerse_mask)
immerse_mask.do_spin_animation(speed, loops, segments, -segment)
/datum/element/immerse/proc/on_update_offsets(mob/living/source, new_x, new_y, new_w, new_z, animate)
SIGNAL_HANDLER
if (!generated_visual_overlays[source])
return
var/old_height = ceil(max(ICON_SIZE_Y - source.pixel_z, ICON_SIZE_Y) / ICON_SIZE_Y)
var/new_height = ceil(max(ICON_SIZE_Y - new_z, ICON_SIZE_Y) / ICON_SIZE_Y)
if (old_height != new_height)
remove_immerse_overlay(source, FALSE)
add_immerse_overlay(source)
if (source.pixel_z == new_z)
return
if (animate)
source.transition_filter("immerse_mask", list("y" = -floor((source.get_cached_height() - ICON_SIZE_Y) / 2) - new_z), time = UPDATE_TRANSFORM_ANIMATION_TIME)
else
source.modify_filter("immerse_mask", list("y" = -floor((source.get_cached_height() - ICON_SIZE_Y) / 2) - new_z))
/atom/movable/immerse_mask
appearance_flags = RESET_TRANSFORM|RESET_COLOR|RESET_ALPHA|KEEP_APART
vis_flags = VIS_HIDE