Files
Bubberstation/code/datums/chatmessage.dm
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

332 lines
13 KiB
Plaintext

/// How long the chat message's spawn-in animation will occur for
#define CHAT_MESSAGE_SPAWN_TIME 0.2 SECONDS
/// How long the chat message will exist prior to any exponential decay
#define CHAT_MESSAGE_LIFESPAN 5 SECONDS
/// How long the chat message's end of life fading animation will occur for
#define CHAT_MESSAGE_EOL_FADE 0.7 SECONDS
/// Factor of how much the message index (number of messages) will account to exponential decay
#define CHAT_MESSAGE_EXP_DECAY 0.7
/// Factor of how much height will account to exponential decay
#define CHAT_MESSAGE_HEIGHT_DECAY 0.9
/// Approximate height in pixels of an 'average' line, used for height decay
#define CHAT_MESSAGE_APPROX_LHEIGHT 11
/// Max width of chat message in pixels
#define CHAT_MESSAGE_WIDTH 96
/// Max length of chat message in characters
#define CHAT_MESSAGE_MAX_LENGTH 110
/// The dimensions of the chat message icons
#define CHAT_MESSAGE_ICON_SIZE 9
///Base layer of chat elements
#define CHAT_LAYER 1
///Highest possible layer of chat elements
#define CHAT_LAYER_MAX 2
/// Maximum precision of float before rounding errors occur (in this context)
#define CHAT_LAYER_Z_STEP 0.0001
/// The number of z-layer 'slices' usable by the chat message layering
#define CHAT_LAYER_MAX_Z (CHAT_LAYER_MAX - CHAT_LAYER) / CHAT_LAYER_Z_STEP
/**
* # Chat Message Overlay
*
* Datum for generating a message overlay on the map
*/
/datum/chatmessage
/// The visual element of the chat message
var/image/message
/// The location in which the message is appearing
var/atom/message_loc
/// The client who heard this message
var/client/owned_by
/// Contains the scheduled destruction time, used for scheduling EOL
var/scheduled_destruction
/// Contains the time that the EOL for the message will be complete, used for qdel scheduling
var/eol_complete
/// Contains the approximate amount of lines for height decay
var/approx_lines
/// Contains the reference to the next chatmessage in the bucket, used by runechat subsystem
var/datum/chatmessage/next
/// Contains the reference to the previous chatmessage in the bucket, used by runechat subsystem
var/datum/chatmessage/prev
/// The current index used for adjusting the layer of each sequential chat message such that recent messages will overlay older ones
var/static/current_z_idx = 0
/// Contains ID of assigned timer for end_of_life fading event
var/fadertimer = null
/// States if end_of_life is being executed
var/isFading = FALSE
/**
* Constructs a chat message overlay
*
* Arguments:
* * text - The text content of the overlay
* * target - The target atom to display the overlay at
* * owner - The mob that owns this overlay, only this mob will be able to view it
* * language - The language this message was spoken in
* * extra_classes - Extra classes to apply to the span that holds the text
* * lifespan - The lifespan of the message in deciseconds
*/
/datum/chatmessage/New(text, atom/target, mob/owner, datum/language/language, list/extra_classes = list(), lifespan = CHAT_MESSAGE_LIFESPAN)
. = ..()
if (!istype(target))
CRASH("Invalid target given for chatmessage")
if(QDELETED(owner) || !istype(owner) || !owner.client)
stack_trace("/datum/chatmessage created with [isnull(owner) ? "null" : "invalid"] mob owner")
qdel(src)
return
INVOKE_ASYNC(src, .proc/generate_image, text, target, owner, language, extra_classes, lifespan)
/datum/chatmessage/Destroy()
if (owned_by)
if (owned_by.seen_messages)
LAZYREMOVEASSOC(owned_by.seen_messages, message_loc, src)
owned_by.images.Remove(message)
owned_by = null
message_loc = null
message = null
return ..()
/**
* Calls qdel on the chatmessage when its parent is deleted, used to register qdel signal
*/
/datum/chatmessage/proc/on_parent_qdel()
SIGNAL_HANDLER
qdel(src)
/**
* Generates a chat message image representation
*
* Arguments:
* * text - The text content of the overlay
* * target - The target atom to display the overlay at
* * owner - The mob that owns this overlay, only this mob will be able to view it
* * language - The language this message was spoken in
* * extra_classes - Extra classes to apply to the span that holds the text
* * lifespan - The lifespan of the message in deciseconds
*/
/datum/chatmessage/proc/generate_image(text, atom/target, mob/owner, datum/language/language, list/extra_classes, lifespan)
/// Cached icons to show what language the user is speaking
var/static/list/language_icons
// Register client who owns this message
owned_by = owner.client
RegisterSignal(owned_by, COMSIG_PARENT_QDELETING, .proc/on_parent_qdel)
// Remove spans in the message from things like the recorder
var/static/regex/span_check = new(@"<\/?span[^>]*>", "gi")
text = replacetext(text, span_check, "")
// Clip message
var/maxlen = owned_by.prefs.read_preference(/datum/preference/numeric/max_chat_length)
if (length_char(text) > maxlen)
text = copytext_char(text, 1, maxlen + 1) + "..." // BYOND index moment
// Calculate target color if not already present
if (!target.chat_color || target.chat_color_name != target.name)
target.chat_color = colorize_string(target.name)
target.chat_color_darkened = colorize_string(target.name, 0.85, 0.85)
target.chat_color_name = target.name
// Get rid of any URL schemes that might cause BYOND to automatically wrap something in an anchor tag
var/static/regex/url_scheme = new(@"[A-Za-z][A-Za-z0-9+-\.]*:\/\/", "g")
text = replacetext(text, url_scheme, "")
// Reject whitespace
var/static/regex/whitespace = new(@"^\s*$")
if (whitespace.Find(text))
qdel(src)
return
// Non mobs speakers can be small
if (!ismob(target))
extra_classes |= "small"
var/list/prefixes
// Append radio icon if from a virtual speaker
if (extra_classes.Find("virtual-speaker"))
var/image/r_icon = image('icons/ui_icons/chat/chat_icons.dmi', icon_state = "radio")
LAZYADD(prefixes, "\icon[r_icon]")
else if (extra_classes.Find("emote"))
var/image/r_icon = image('icons/ui_icons/chat/chat_icons.dmi', icon_state = "emote")
LAZYADD(prefixes, "\icon[r_icon]")
// Append language icon if the language uses one
var/datum/language/language_instance = GLOB.language_datum_instances[language]
if (language_instance?.display_icon(owner))
var/icon/language_icon = LAZYACCESS(language_icons, language)
if (isnull(language_icon))
language_icon = icon(language_instance.icon, icon_state = language_instance.icon_state)
language_icon.Scale(CHAT_MESSAGE_ICON_SIZE, CHAT_MESSAGE_ICON_SIZE)
LAZYSET(language_icons, language, language_icon)
LAZYADD(prefixes, "\icon[language_icon]")
text = "[prefixes?.Join("&nbsp;")][text]"
// We dim italicized text to make it more distinguishable from regular text
var/tgt_color = extra_classes.Find("italics") ? target.chat_color_darkened : target.chat_color
// Approximate text height
var/complete_text = "<span class='center [extra_classes.Join(" ")]' style='color: [tgt_color]'>[owner.say_emphasis(text)]</span>"
var/mheight = WXH_TO_HEIGHT(owned_by.MeasureText(complete_text, null, CHAT_MESSAGE_WIDTH))
approx_lines = max(1, mheight / CHAT_MESSAGE_APPROX_LHEIGHT)
// Translate any existing messages upwards, apply exponential decay factors to timers
message_loc = isturf(target) ? target : get_atom_on_turf(target)
if (owned_by.seen_messages)
var/idx = 1
var/combined_height = approx_lines
for(var/msg in owned_by.seen_messages[message_loc])
var/datum/chatmessage/m = msg
animate(m.message, pixel_y = m.message.pixel_y + mheight, time = CHAT_MESSAGE_SPAWN_TIME)
combined_height += m.approx_lines
// When choosing to update the remaining time we have to be careful not to update the
// scheduled time once the EOL has been executed.
if (!m.isFading)
var/sched_remaining = timeleft(m.fadertimer, SSrunechat)
var/remaining_time = (sched_remaining) * (CHAT_MESSAGE_EXP_DECAY ** idx++) * (CHAT_MESSAGE_HEIGHT_DECAY ** combined_height)
if (remaining_time)
deltimer(m.fadertimer, SSrunechat)
m.fadertimer = addtimer(CALLBACK(m, .proc/end_of_life), remaining_time, TIMER_STOPPABLE|TIMER_DELETE_ME, SSrunechat)
else
m.end_of_life()
// Reset z index if relevant
if (current_z_idx >= CHAT_LAYER_MAX_Z)
current_z_idx = 0
// Build message image
message = image(loc = message_loc, layer = CHAT_LAYER + CHAT_LAYER_Z_STEP * current_z_idx++)
SET_PLANE(message, RUNECHAT_PLANE, message_loc)
message.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA | KEEP_APART
message.alpha = 0
message.pixel_y = target.maptext_height
message.pixel_x = (target.maptext_width * 0.5) - 16
message.maptext_width = CHAT_MESSAGE_WIDTH
message.maptext_height = mheight
message.maptext_x = (CHAT_MESSAGE_WIDTH - owner.bound_width) * -0.5
message.maptext = MAPTEXT(complete_text)
// View the message
LAZYADDASSOCLIST(owned_by.seen_messages, message_loc, src)
owned_by.images |= message
animate(message, alpha = 255, time = CHAT_MESSAGE_SPAWN_TIME)
RegisterSignal(message_loc, COMSIG_MOVABLE_Z_CHANGED, .proc/loc_z_changed)
// Register with the runechat SS to handle EOL and destruction
var/duration = lifespan - CHAT_MESSAGE_EOL_FADE
fadertimer = addtimer(CALLBACK(src, .proc/end_of_life), duration, TIMER_STOPPABLE|TIMER_DELETE_ME, SSrunechat)
/**
* Applies final animations to overlay CHAT_MESSAGE_EOL_FADE deciseconds prior to message deletion,
* sets timer for scheduling deletion
*
* Arguments:
* * fadetime - The amount of time to animate the message's fadeout for
*/
/datum/chatmessage/proc/end_of_life(fadetime = CHAT_MESSAGE_EOL_FADE)
isFading = TRUE
animate(message, alpha = 0, time = fadetime, flags = ANIMATION_PARALLEL)
addtimer(CALLBACK(GLOBAL_PROC, /proc/qdel, src), fadetime, TIMER_DELETE_ME, SSrunechat)
/datum/chatmessage/proc/loc_z_changed(datum/source, turf/old_turf, turf/new_turf, same_z_layer)
SIGNAL_HANDLER
SET_PLANE(message, RUNECHAT_PLANE, new_turf)
/**
* Creates a message overlay at a defined location for a given speaker
*
* Arguments:
* * speaker - The atom who is saying this message
* * message_language - The language that the message is said in
* * raw_message - The text content of the message
* * spans - Additional classes to be added to the message
*/
/mob/proc/create_chat_message(atom/movable/speaker, datum/language/message_language, raw_message, list/spans, runechat_flags = NONE)
if(SSlag_switch.measures[DISABLE_RUNECHAT] && !HAS_TRAIT(speaker, TRAIT_BYPASS_MEASURES))
return
// Ensure the list we are using, if present, is a copy so we don't modify the list provided to us
spans = spans ? spans.Copy() : list()
// Check for virtual speakers (aka hearing a message through a radio)
var/atom/movable/originalSpeaker = speaker
if (istype(speaker, /atom/movable/virtualspeaker))
var/atom/movable/virtualspeaker/v = speaker
speaker = v.source
spans |= "virtual-speaker"
// Ignore virtual speaker (most often radio messages) from ourself
if (originalSpeaker != src && speaker == src)
return
// Display visual above source
if(runechat_flags & EMOTE_MESSAGE)
new /datum/chatmessage(raw_message, speaker, src, message_language, list("emote", "italics"))
else
new /datum/chatmessage(lang_treat(speaker, message_language, raw_message, spans, null, TRUE), speaker, src, message_language, spans)
// Tweak these defines to change the available color ranges
#define CM_COLOR_SAT_MIN 0.6
#define CM_COLOR_SAT_MAX 0.7
#define CM_COLOR_LUM_MIN 0.65
#define CM_COLOR_LUM_MAX 0.75
/**
* Gets a color for a name, will return the same color for a given string consistently within a round.atom
*
* Note that this proc aims to produce pastel-ish colors using the HSL colorspace. These seem to be favorable for displaying on the map.
*
* Arguments:
* * name - The name to generate a color for
* * sat_shift - A value between 0 and 1 that will be multiplied against the saturation
* * lum_shift - A value between 0 and 1 that will be multiplied against the luminescence
*/
/datum/chatmessage/proc/colorize_string(name, sat_shift = 1, lum_shift = 1)
// seed to help randomness
var/static/rseed = rand(1,26)
// get hsl using the selected 6 characters of the md5 hash
var/hash = copytext(md5(name + GLOB.round_id), rseed, rseed + 6)
var/h = hex2num(copytext(hash, 1, 3)) * (360 / 255)
var/s = (hex2num(copytext(hash, 3, 5)) >> 2) * ((CM_COLOR_SAT_MAX - CM_COLOR_SAT_MIN) / 63) + CM_COLOR_SAT_MIN
var/l = (hex2num(copytext(hash, 5, 7)) >> 2) * ((CM_COLOR_LUM_MAX - CM_COLOR_LUM_MIN) / 63) + CM_COLOR_LUM_MIN
// adjust for shifts
s *= clamp(sat_shift, 0, 1)
l *= clamp(lum_shift, 0, 1)
// convert to rgb
var/h_int = round(h/60) // mapping each section of H to 60 degree sections
var/c = (1 - abs(2 * l - 1)) * s
var/x = c * (1 - abs((h / 60) % 2 - 1))
var/m = l - c * 0.5
x = (x + m) * 255
c = (c + m) * 255
m *= 255
switch(h_int)
if(0)
return "#[num2hex(c, 2)][num2hex(x, 2)][num2hex(m, 2)]"
if(1)
return "#[num2hex(x, 2)][num2hex(c, 2)][num2hex(m, 2)]"
if(2)
return "#[num2hex(m, 2)][num2hex(c, 2)][num2hex(x, 2)]"
if(3)
return "#[num2hex(m, 2)][num2hex(x, 2)][num2hex(c, 2)]"
if(4)
return "#[num2hex(x, 2)][num2hex(m, 2)][num2hex(c, 2)]"
if(5)
return "#[num2hex(c, 2)][num2hex(m, 2)][num2hex(x, 2)]"
#undef CHAT_MESSAGE_SPAWN_TIME
#undef CHAT_MESSAGE_LIFESPAN
#undef CHAT_MESSAGE_EOL_FADE
#undef CHAT_MESSAGE_EXP_DECAY
#undef CHAT_MESSAGE_HEIGHT_DECAY
#undef CHAT_MESSAGE_APPROX_LHEIGHT
#undef CHAT_MESSAGE_WIDTH
#undef CHAT_LAYER_Z_STEP
#undef CHAT_LAYER_MAX_Z
#undef CHAT_MESSAGE_ICON_SIZE