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* Cleans up the fallout from plane cube Alright. Makes cleaning bubbles respect planes Adds support for updating overlays on move, fixing an issue with pointing at items Adds better error messages for failing to provide args for mutable_appearance() Fixes a bug where string overlays were not respecting insertion order * Adds documentation for offset spokesman and offset_const * Better stack trace * Removes some redundant uses of cached MAs At this scale, attempting to cache MAs like this has 0 impact on anything And just makes things more messy then they need to be * ensures fullscreen objects START offset, so things are always proper * ensures chatmessages always have the right offset * fixes compile * whoops, the above lighting plane should actually be ABOVE the lighting plane * fixes compile, also cleans up the fire overlay a tad * Adds a unit test for plane masters that are shrunk by multiz being double shrunk This is slightly hacky because of how I'm handing the plane master group, but it's not THAT bad, and gives me some real good coverage * Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense * whoops * oh * adds datum support for allocate(), cleans up a harddel from testing * Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded * fixes runtime in allocate
51 lines
2.6 KiB
Plaintext
51 lines
2.6 KiB
Plaintext
// Mutable appearances are an inbuilt byond datastructure. Read the documentation on them by hitting F1 in DM.
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// Basically use them instead of images for overlays/underlays and when changing an object's appearance if you're doing so with any regularity.
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// Unless you need the overlay/underlay to have a different direction than the base object. Then you have to use an image due to a bug.
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// Mutable appearances are children of images, just so you know.
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// Mutable appearances erase template vars on new, because they accept an appearance to copy as an arg
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// If we have nothin to copy, we set the float plane
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/mutable_appearance/New(mutable_appearance/to_copy)
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..()
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if(!to_copy)
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plane = FLOAT_PLANE
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/** Helper similar to image()
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*
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* icon - Our appearance's icon
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* icon_state - Our appearance's icon state
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* layer - Our appearance's layer
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* atom/offset_spokesman - An atom to use as reference for the z position of this appearance.
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* Only required if a plane is passed in. If this is not passed in we accept offset_const as a substitute
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* plane - The plane to use for the appearance. If this is not FLOAT_PLANE we require context for the offset to use
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* alpha - Our appearance's alpha
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* appearance_flags - Our appearance's appearance_flags
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* offset_const - A constant to offset our plane by, so it renders on the right "z layer"
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**/
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/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER, atom/offset_spokesman, plane = FLOAT_PLANE, alpha = 255, appearance_flags = NONE, offset_const)
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if(plane != FLOAT_PLANE)
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// Essentially, we allow users that only want one static offset to pass one in
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if(!isnull(offset_const))
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plane = GET_NEW_PLANE(plane, offset_const)
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// That, or you need to pass in some non null object to reference
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else if(isatom(offset_spokesman))
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// Note, we are ok with null turfs, that's not an error condition we'll just default to 0, the error would be
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// Not passing ANYTHING in, key difference
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var/turf/our_turf = get_turf(offset_spokesman)
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plane = MUTATE_PLANE(plane, our_turf)
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// otherwise if you're setting plane you better have the guts to back it up
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else
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stack_trace("No plane offset passed in as context for a non floating mutable appearance, things are gonna go to hell on multiz maps")
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else if(!isnull(offset_spokesman) && !isatom(offset_spokesman))
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stack_trace("Why did you pass in offset_spokesman as [offset_spokesman]? We need an atom to properly offset planes")
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var/mutable_appearance/MA = new()
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MA.icon = icon
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MA.icon_state = icon_state
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MA.layer = layer
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MA.plane = plane
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MA.alpha = alpha
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MA.appearance_flags |= appearance_flags
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return MA
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