Files
Bubberstation/code/datums/components/fov_handler.dm
LemonInTheDark f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](a604c7b1c8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](2548933739)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](f02ad13696)

[f02ad13](f02ad13696)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00

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/// Component which handles Field of View masking for clients. FoV attributes are at /mob/living
/datum/component/fov_handler
/// Currently applied x size of the fov masks
var/current_fov_x = BASE_FOV_MASK_X_DIMENSION
/// Currently applied y size of the fov masks
var/current_fov_y = BASE_FOV_MASK_Y_DIMENSION
/// Whether we are applying the masks now
var/applied_mask = FALSE
/// The angle of the mask we are applying
var/fov_angle = FOV_180_DEGREES
/// The blocker mask applied to a client's screen
var/atom/movable/screen/fov_blocker/blocker_mask
/datum/component/fov_handler/Initialize(fov_type = FOV_180_DEGREES)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
var/mob/living/mob_parent = parent
var/client/parent_client = mob_parent.client
if(!parent_client) //Love client volatility!!
qdel(src) //no QDEL hint for components, and we dont want this to print a warning regarding bad component application
return
ADD_TRAIT(mob_parent, TRAIT_FOV_APPLIED, REF(src))
blocker_mask = new
set_fov_angle(fov_type)
on_dir_change(mob_parent, mob_parent.dir, mob_parent.dir)
update_fov_size()
update_mask()
/datum/component/fov_handler/Destroy()
var/mob/living/mob_parent = parent
REMOVE_TRAIT(mob_parent, TRAIT_FOV_APPLIED, REF(src))
if(applied_mask)
remove_mask()
if(blocker_mask) // In a case of early deletion due to volatile client
QDEL_NULL(blocker_mask)
return ..()
/datum/component/fov_handler/proc/set_fov_angle(new_angle)
fov_angle = new_angle
blocker_mask.icon_state = "[fov_angle]"
/// Updates the size of the FOV masks by comparing them to client view size.
/datum/component/fov_handler/proc/update_fov_size()
SIGNAL_HANDLER
var/mob/parent_mob = parent
var/client/parent_client = parent_mob.client
if(!parent_client) //Love client volatility!!
return
var/list/view_size = getviewsize(parent_client.view)
if(view_size[1] == current_fov_x && view_size[2] == current_fov_y)
return
current_fov_x = BASE_FOV_MASK_X_DIMENSION
current_fov_y = BASE_FOV_MASK_Y_DIMENSION
var/matrix/new_matrix = new
var/x_shift = view_size[1] - current_fov_x
var/y_shift = view_size[2] - current_fov_y
var/x_scale = view_size[1] / current_fov_x
var/y_scale = view_size[2] / current_fov_y
current_fov_x = view_size[1]
current_fov_y = view_size[2]
blocker_mask.transform = new_matrix.Scale(x_scale, y_scale)
blocker_mask.transform = new_matrix.Translate(x_shift * 16, y_shift * 16)
/// Updates the mask application to client by checking `stat` and `eye`
/datum/component/fov_handler/proc/update_mask()
SIGNAL_HANDLER
var/mob/parent_mob = parent
var/client/parent_client = parent_mob.client
if(!parent_client) //Love client volatility!!
return
var/user_living = parent_mob != DEAD
var/atom/top_most_atom = get_atom_on_turf(parent_mob)
var/user_extends_eye = parent_client.eye != top_most_atom
var/should_apply_mask = user_living && !user_extends_eye
if(should_apply_mask == applied_mask)
return
if(should_apply_mask)
add_mask()
else
remove_mask()
/datum/component/fov_handler/proc/remove_mask()
var/mob/parent_mob = parent
var/client/parent_client = parent_mob.client
// Prevents stupid ass hard deletes
parent_mob.hud_used.always_visible_inventory -= blocker_mask
if(!parent_client) //Love client volatility!!
return
applied_mask = FALSE
parent_client.screen -= blocker_mask
/datum/component/fov_handler/proc/add_mask()
var/mob/parent_mob = parent
var/client/parent_client = parent_mob.client
if(!parent_client) //Love client volatility!!
return
applied_mask = TRUE
parent_client.screen += blocker_mask
parent_mob.hud_used.always_visible_inventory += blocker_mask
/// When a direction of the user changes, so do the masks
/datum/component/fov_handler/proc/on_dir_change(mob/source, old_dir, new_dir)
SIGNAL_HANDLER
blocker_mask.dir = new_dir
/// When a mob logs out, delete the component
/datum/component/fov_handler/proc/mob_logout(mob/source)
SIGNAL_HANDLER
qdel(src)
/datum/component/fov_handler/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_ATOM_DIR_CHANGE, PROC_REF(on_dir_change))
RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(update_mask))
RegisterSignal(parent, COMSIG_LIVING_REVIVE, PROC_REF(update_mask))
RegisterSignal(parent, COMSIG_MOB_CLIENT_CHANGE_VIEW, PROC_REF(update_fov_size))
RegisterSignal(parent, COMSIG_MOB_RESET_PERSPECTIVE, PROC_REF(update_mask))
RegisterSignal(parent, COMSIG_MOB_LOGOUT, PROC_REF(mob_logout))
/datum/component/fov_handler/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, list(COMSIG_MOB_RESET_PERSPECTIVE, COMSIG_ATOM_DIR_CHANGE, COMSIG_LIVING_DEATH, COMSIG_LIVING_REVIVE, COMSIG_MOB_LOGOUT))