mirror of
https://github.com/Bubberstation/Bubberstation.git
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f6c0c49bf9
## 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 /🆑
314 lines
14 KiB
Plaintext
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
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GLOBAL_LIST_INIT(immerse_ignored_movable, typecacheof(list(
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/obj/effect,
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/mob/dead,
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/obj/projectile,
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)))
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/// A visual element that makes movables entering the attached turfs look immersed into that turf.
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/// May the gods forgive me for the bullshit you're about to witness
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/datum/element/immerse
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element_flags = ELEMENT_DETACH_ON_HOST_DESTROY | ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// An association list of turfs that have this element attached and their affected contents.
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var/list/attached_turf_contents = list()
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/// A list of generated immersion masks based on object width, height and whever they're fully immersed underwater
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var/list/immersion_masks = list()
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/// An assoc list of instances of /atom/movable/immerse_mask used as abstract effect relays, because god is dead
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var/list/generated_visual_overlays = list()
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/// icon_state used as a mask by our turf
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var/mask_icon = "immerse"
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/// Alpha of the mask, to make the liquid partially transparent
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var/alpha = 180
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/datum/element/immerse/Attach(turf/target, mask_icon = "immerse", alpha = 180)
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. = ..()
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if(!isturf(target) || !mask_icon)
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return ELEMENT_INCOMPATIBLE
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src.mask_icon = mask_icon
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src.alpha = alpha
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RegisterSignal(target, SIGNAL_ADDTRAIT(TRAIT_IMMERSE_STOPPED), PROC_REF(stop_immersion))
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RegisterSignal(target, SIGNAL_REMOVETRAIT(TRAIT_IMMERSE_STOPPED), PROC_REF(start_immersion))
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if(!HAS_TRAIT(target, TRAIT_IMMERSE_STOPPED))
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start_immersion(target)
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/datum/element/immerse/Detach(turf/source)
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UnregisterSignal(source, list(SIGNAL_ADDTRAIT(TRAIT_IMMERSE_STOPPED), SIGNAL_REMOVETRAIT(TRAIT_IMMERSE_STOPPED)))
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if(!HAS_TRAIT(source, TRAIT_IMMERSE_STOPPED))
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stop_immersion(source)
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return ..()
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/// Makes the element start affecting the turf and its contents. Called on Attach() or when TRAIT_IMMERSE_STOPPED is removed.
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/datum/element/immerse/proc/start_immersion(turf/source)
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SIGNAL_HANDLER
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RegisterSignals(source, list(COMSIG_ATOM_ABSTRACT_ENTERED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON), PROC_REF(on_init_or_entered))
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RegisterSignal(source, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(on_atom_exited))
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attached_turf_contents += source
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for(var/atom/movable/movable as anything in source)
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if(!(movable.flags_1 & INITIALIZED_1) || movable.invisibility >= INVISIBILITY_OBSERVER)
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continue
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on_init_or_entered(source, movable)
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/// Stops the element from affecting on the turf and its contents. Called on Detach() or when TRAIT_IMMERSE_STOPPED is added.
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/datum/element/immerse/proc/stop_immersion(turf/source)
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SIGNAL_HANDLER
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UnregisterSignal(source, list(COMSIG_ATOM_ABSTRACT_ENTERED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, COMSIG_ATOM_ABSTRACT_EXITED))
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for(var/atom/movable/movable as anything in attached_turf_contents[source])
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remove_from_element(source, movable)
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attached_turf_contents -= source
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/**
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* If the movable is within the right layers and planes, not in the list of movable types to ignore,
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* or already affected by the element for that matter, signals will be registered and,
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* unless the movable is flying, it'll appear as if immersed in that water.
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*/
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/datum/element/immerse/proc/on_init_or_entered(turf/source, atom/movable/movable)
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SIGNAL_HANDLER
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if(QDELETED(movable))
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return
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if(HAS_TRAIT(movable, TRAIT_IMMERSED) || HAS_TRAIT(movable, TRAIT_WALLMOUNTED))
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return
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if(!ISINRANGE(PLANE_TO_TRUE(movable.plane), FLOOR_PLANE, GAME_PLANE))
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return
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// First, floor plane objects use TOPDOWN_LAYER, second this check shouldn't apply to them anyway.
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var/layer_to_check = IS_TOPDOWN_PLANE(source.plane) ? TOPDOWN_ABOVE_WATER_LAYER : ABOVE_ALL_MOB_LAYER
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if(movable.layer >= layer_to_check)
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return
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if(is_type_in_typecache(movable, GLOB.immerse_ignored_movable))
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return
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var/atom/movable/buckled = null
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if(isliving(movable))
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var/mob/living/living_mob = movable
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buckled = living_mob.buckled
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RegisterSignal(living_mob, COMSIG_LIVING_SET_BUCKLED, PROC_REF(on_set_buckled))
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RegisterSignal(living_mob, COMSIG_LIVING_UPDATE_OFFSETS, PROC_REF(on_update_offsets))
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RegisterSignal(movable, COMSIG_LIVING_POST_UPDATE_TRANSFORM, PROC_REF(on_update_transform))
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RegisterSignal(movable, COMSIG_ATOM_SPIN_ANIMATION, PROC_REF(on_spin_animation))
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RegisterSignal(movable, COMSIG_QDELETING, PROC_REF(on_movable_qdel))
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try_immerse(movable, buckled)
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LAZYADD(attached_turf_contents[source], movable)
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ADD_TRAIT(movable, TRAIT_IMMERSED, ELEMENT_TRAIT(src))
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/datum/element/immerse/proc/on_movable_qdel(atom/movable/source)
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SIGNAL_HANDLER
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remove_from_element(source.loc, source)
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/**
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* Called by init_or_entered() and on_set_buckled().
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* This applies the overlay if neither the movable or whatever is buckled to (exclusive to living mobs) are flying
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* as well as movetype signals when the movable isn't buckled.
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*/
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/datum/element/immerse/proc/try_immerse(atom/movable/movable, atom/movable/buckled)
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var/atom/movable/to_check = buckled || movable
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if(!(to_check.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) && !movable.throwing)
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add_immerse_overlay(movable)
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if(buckled)
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return
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RegisterSignal(movable, COMSIG_MOVETYPE_FLAG_ENABLED, PROC_REF(on_move_flag_enabled))
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RegisterSignal(movable, COMSIG_MOVETYPE_FLAG_DISABLED, PROC_REF(on_move_flag_disabled))
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RegisterSignal(movable, COMSIG_MOVABLE_POST_THROW, PROC_REF(on_throw))
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RegisterSignal(movable, COMSIG_MOVABLE_THROW_LANDED, PROC_REF(on_throw_landed))
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/// Called by on_set_buckled() and remove_from_element().
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/// This removes the filter and signals from the movable unless it doesn't have them.
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/datum/element/immerse/proc/try_unimmerse(atom/movable/movable, atom/movable/buckled)
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var/atom/movable/to_check = buckled || movable
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if(!(to_check.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) && !movable.throwing)
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remove_immerse_overlay(movable)
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if(buckled)
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return
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UnregisterSignal(movable, list(
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COMSIG_MOVETYPE_FLAG_ENABLED,
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COMSIG_MOVETYPE_FLAG_DISABLED,
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COMSIG_MOVABLE_POST_THROW,
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COMSIG_MOVABLE_THROW_LANDED
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))
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/datum/element/immerse/proc/on_set_buckled(mob/living/source, atom/movable/new_buckled)
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SIGNAL_HANDLER
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try_unimmerse(source, source.buckled)
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try_immerse(source, new_buckled)
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/// Removes the overlay from mob and bucklees is flying.
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/datum/element/immerse/proc/on_move_flag_enabled(atom/movable/source, flag, old_movement_type)
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SIGNAL_HANDLER
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if(!(flag & MOVETYPES_NOT_TOUCHING_GROUND) || (old_movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || source.throwing)
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return
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remove_immerse_overlay(source)
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for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
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remove_immerse_overlay(buckled_mob)
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/// Works just like on_move_flag_enabled, except it only has to check that movable isn't flying
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/datum/element/immerse/proc/on_throw(atom/movable/source)
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SIGNAL_HANDLER
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if(source.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
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return
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remove_immerse_overlay(source)
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for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
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remove_immerse_overlay(buckled_mob)
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/// Readds the overlay to the mob and bucklees if no longer flying.
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/datum/element/immerse/proc/on_move_flag_disabled(atom/movable/source, flag, old_movement_type)
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SIGNAL_HANDLER
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if(!(flag & MOVETYPES_NOT_TOUCHING_GROUND) || (source.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || source.throwing)
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return
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add_immerse_overlay(source)
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for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
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add_immerse_overlay(buckled_mob)
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/// Works just like on_move_flag_disabled, except it only has to check that movable isn't flying
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/datum/element/immerse/proc/on_throw_landed(atom/movable/source)
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SIGNAL_HANDLER
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if(source.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
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return
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add_immerse_overlay(source)
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for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
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add_immerse_overlay(buckled_mob)
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/// Called when a movable exits the turf. If its new location is not in the list of turfs with this element,
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/// remove the movable from the element.
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/datum/element/immerse/proc/on_atom_exited(turf/source, atom/movable/exited, direction)
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SIGNAL_HANDLER
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if(!attached_turf_contents[exited.loc])
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remove_from_element(source, exited)
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return
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LAZYREMOVE(attached_turf_contents[source], exited)
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LAZYADD(attached_turf_contents[exited.loc], exited)
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//// Remove any signal, overlay, trait given to the movable and reference to it within the element.
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/datum/element/immerse/proc/remove_from_element(turf/source, atom/movable/movable)
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var/atom/movable/buckled = null
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if(isliving(movable))
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var/mob/living/living_mob = movable
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buckled = living_mob.buckled
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try_unimmerse(movable, buckled)
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LAZYREMOVE(attached_turf_contents[source], movable)
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UnregisterSignal(movable, list(COMSIG_LIVING_SET_BUCKLED, COMSIG_QDELETING, COMSIG_LIVING_UPDATE_OFFSETS, COMSIG_ATOM_SPIN_ANIMATION, COMSIG_LIVING_POST_UPDATE_TRANSFORM))
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REMOVE_TRAIT(movable, TRAIT_IMMERSED, ELEMENT_TRAIT(src))
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/// Generate a mask filter mutable to use as render_source for the alpha filter based on provided width, height and immersion state
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/datum/element/immerse/proc/generate_immerse_mask(width, height, is_below_water)
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if (!width || !height)
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return
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var/clean_height = height
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width = ceil(width / ICON_SIZE_X) * ICON_SIZE_X
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height = ceil(height / ICON_SIZE_Y) * ICON_SIZE_Y
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var/mask_key = "[width]-[height]-[is_below_water]"
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var/mutable_appearance/target_mask = immersion_masks[mask_key]
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if (target_mask)
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return target_mask
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if (width == ICON_SIZE_X && height == ICON_SIZE_Y)
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target_mask = mutable_appearance('icons/effects/effects.dmi', mask_icon, alpha = alpha)
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immersion_masks[mask_key] = target_mask
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return target_mask
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var/icon/column_icon = icon('icons/effects/effects.dmi', mask_icon)
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var/y_tiles = 1
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if (height != ICON_SIZE_Y)
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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
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y_tiles = ceil((height / ICON_SIZE_Y - 1) / 2) + 1
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column_icon.Scale(ICON_SIZE_X, y_tiles * ICON_SIZE_Y)
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var/icon/effect_icon = icon('icons/effects/effects.dmi', mask_icon)
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var/icon/fill_icon = icon('icons/effects/alphacolors.dmi', "white")
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for (var/y_tile in 1 to y_tiles - 1)
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column_icon.Blend(fill_icon, ICON_OVERLAY, 1, 1 + (y_tile - 1) * ICON_SIZE_Y)
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column_icon.Blend(effect_icon, ICON_OVERLAY, 1, 1 + (y_tiles - 1) * ICON_SIZE_Y)
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var/icon/immerse_icon = null
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if (width == ICON_SIZE_X)
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immerse_icon = column_icon
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else
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immerse_icon = icon('icons/effects/effects.dmi', mask_icon) // Use base icon and crop it out so animation frames respect dmi's delays
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immerse_icon.Crop(1, 1, ICON_SIZE_X, ICON_SIZE_Y)
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immerse_icon.Scale(ceil(width / ICON_SIZE_X) * ICON_SIZE_X, ceil(height / ICON_SIZE_Y) * ICON_SIZE_Y)
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for (var/x_tile in 1 to ceil(width / ICON_SIZE_X))
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immerse_icon.Blend(column_icon, ICON_OVERLAY, 1 + (x_tile - 1) * ICON_SIZE_X, 1)
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target_mask = mutable_appearance(immerse_icon)
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target_mask.alpha = alpha
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target_mask.pixel_y = -(y_tiles - 1) * ICON_SIZE_Y + floor((clean_height - ICON_SIZE_Y) / 2)
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immersion_masks[mask_key] = target_mask
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return target_mask
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/datum/element/immerse/proc/add_immerse_overlay(atom/movable/movable)
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// This determines if the overlay should cover the entire surface of the object or not
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var/layer_to_check = IS_TOPDOWN_PLANE(movable.plane) ? TOPDOWN_WATER_LEVEL_LAYER : WATER_LEVEL_LAYER
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var/is_below_water = (movable.layer < layer_to_check) ? "underwater-" : ""
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// Tall mobs still only get covered to their feet, unless they're offset down
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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)
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if (!immerse_mask)
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return
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var/atom/movable/immerse_mask/effect_relay = generated_visual_overlays[movable]
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if (!effect_relay)
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effect_relay = new(movable)
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movable.vis_contents += effect_relay
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generated_visual_overlays[movable] = effect_relay
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var/mutable_appearance/mask_copy = new(immerse_mask)
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effect_relay.appearance = mask_copy
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effect_relay.render_target = "*immerse_[REF(movable)]"
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SEND_SIGNAL(movable, COMSIG_MOVABLE_EDIT_UNIQUE_IMMERSE_OVERLAY, effect_relay)
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// Should always render above any other filters that could be adding visuals
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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))
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/datum/element/immerse/proc/remove_immerse_overlay(atom/movable/movable, deleting = TRUE)
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movable.remove_filter("immerse_mask")
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if (!deleting)
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return
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var/atom/movable/immerse_mask/mask = generated_visual_overlays[movable]
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movable.vis_contents -= mask
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generated_visual_overlays -= movable
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QDEL_NULL(mask)
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/// A band-aid to keep the (unique) visual overlay from scaling and rotating along with its owner. I'm sorry.
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/datum/element/immerse/proc/on_update_transform(mob/living/source, resize, new_lying_angle, is_opposite_angle)
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SIGNAL_HANDLER
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var/atom/movable/immerse_mask/effect_relay = generated_visual_overlays[source]
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if (!effect_relay)
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return
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var/matrix/new_transform = matrix()
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new_transform.Scale(1 / source.current_size)
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new_transform.Turn(-new_lying_angle)
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var/mutable_appearance/relay_appearance = new(effect_relay.appearance)
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relay_appearance.transform = new_transform
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effect_relay.appearance = relay_appearance
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/// Spin the overlay in the opposite direction so it doesn't look like it's spinning at all.
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/datum/element/immerse/proc/on_spin_animation(atom/source, speed, loops, segments, segment)
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SIGNAL_HANDLER
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var/atom/movable/immerse_mask/immerse_mask = generated_visual_overlays[source]
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if (immerse_mask)
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immerse_mask.do_spin_animation(speed, loops, segments, -segment)
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/datum/element/immerse/proc/on_update_offsets(mob/living/source, new_x, new_y, new_w, new_z, animate)
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SIGNAL_HANDLER
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if (!generated_visual_overlays[source])
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return
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var/old_height = ceil(max(ICON_SIZE_Y - source.pixel_z, ICON_SIZE_Y) / ICON_SIZE_Y)
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var/new_height = ceil(max(ICON_SIZE_Y - new_z, ICON_SIZE_Y) / ICON_SIZE_Y)
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if (old_height != new_height)
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remove_immerse_overlay(source, FALSE)
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add_immerse_overlay(source)
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if (source.pixel_z == new_z)
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return
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if (animate)
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source.transition_filter("immerse_mask", list("y" = -floor((source.get_cached_height() - ICON_SIZE_Y) / 2) - new_z), time = UPDATE_TRANSFORM_ANIMATION_TIME)
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else
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source.modify_filter("immerse_mask", list("y" = -floor((source.get_cached_height() - ICON_SIZE_Y) / 2) - new_z))
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/atom/movable/immerse_mask
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appearance_flags = RESET_TRANSFORM|RESET_COLOR|RESET_ALPHA|KEEP_APART
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vis_flags = VIS_HIDE
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