Files
Bubberstation/code/datums/elements/elevation.dm
Jacquerel 7146a6bb10 Platforms (#91559)
## About The Pull Request


![image](https://github.com/user-attachments/assets/32a5f39a-59b8-46c3-8418-1a089379d6a4)

This PR adds "platforms" to the game, a port of the window frames from
the Wallening branch but with no windows attached.
You can craft them with two stacks of many kinds of materials.
Functionally they're basically just tables for standing on and act as a
decorative tool allowing you to make raised areas like stages.
Largely as far as I can tell I _think_ these were sprited by @Krysonism
although it's a little hard to check if there's any that were done by
someone else.

You can walk directly from tables to platforms (and crates) and vice
versa. You can also tableslam people onto them.

This PR also comes with "steps" (AKA small stairs)
You can use steps to walk onto platforms (or tables, or crates) without
needing to do the climbing action first.

![dreamseeker_umhbakZ4lE](https://github.com/user-attachments/assets/675e815b-8901-49d2-81b1-64ef7a56cd31)
If you try to run through them the wrong way you will trip.
Right now they only come in "Iron" flavour. Maybe one day someone will
sprite some wooden ones, or other varieties.

Basically the intention is to use them to build a little stage or altar
or maze or something. They don't have a lot of non-decorative purpose.

Don't be alarmed by the touched files list. It's mostly sprites and
there's barely even any code in this PR. It's almost entirely elements
and boilerplate.

## Why It's Good For The Game

Mappers keep asking me to add these.
Salvages some sprites from the Wallening project which we can still use.
You can make a really really big multitile pizza.

## Changelog

🆑 Jacquerel, Smartkar, sprites by Kryson
add: Added "platforms", or "half-walls" which are a kind of decorative
block similar to tables which you can walk around on.
add: You can walk freely between tables, platforms, and crates that
happen to be near tables or platforms.
add: You can construct iron steps to traverse tables and platforms
without needing to climb on, but try not to trip over them.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-11 07:21:02 +00:00

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/**
* Manages the elevation of the turf the source is on
* The atom with the highest pixel_shift gets to set the elevation of the turf to that value.
*/
/datum/element/elevation
element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH_ON_HOST_DESTROY
argument_hash_start_idx = 2
///The amount of pixel_z applied to the mob standing on the turf
var/pixel_shift
/datum/element/elevation/Attach(datum/target, pixel_shift)
. = ..()
if(!ismovable(target))
return ELEMENT_INCOMPATIBLE
ADD_TRAIT(target, TRAIT_ELEVATING_OBJECT, ref(src))
src.pixel_shift = pixel_shift
RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
var/atom/atom_target = target
register_turf(atom_target, atom_target.loc)
/datum/element/elevation/Detach(atom/movable/source)
UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
unregister_turf(source, source.loc)
REMOVE_TRAIT(source, TRAIT_ELEVATING_OBJECT, ref(src))
UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
return ..()
/datum/element/elevation/proc/reset_elevation(turf/target)
var/list/current_values[2]
SEND_SIGNAL(target, COMSIG_TURF_RESET_ELEVATION, current_values)
var/current_pixel_shift = current_values[ELEVATION_CURRENT_PIXEL_SHIFT]
var/new_pixel_shift = current_values[ELEVATION_MAX_PIXEL_SHIFT]
if(new_pixel_shift == current_pixel_shift)
return
if(current_pixel_shift)
target.RemoveElement(/datum/element/elevation_core, current_pixel_shift)
if(new_pixel_shift)
target.AddElement(/datum/element/elevation_core, new_pixel_shift)
/datum/element/elevation/proc/check_elevation(turf/source, list/current_values)
SIGNAL_HANDLER
current_values[ELEVATION_MAX_PIXEL_SHIFT] = max(current_values[ELEVATION_MAX_PIXEL_SHIFT], pixel_shift)
/datum/element/elevation/proc/on_moved(atom/movable/source, atom/oldloc)
SIGNAL_HANDLER
unregister_turf(source, oldloc)
register_turf(source, source.loc)
/datum/element/elevation/proc/register_turf(atom/movable/source, atom/location)
if(!isturf(location))
return
if(!HAS_TRAIT(location, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift)))
RegisterSignal(location, COMSIG_TURF_RESET_ELEVATION, PROC_REF(check_elevation))
RegisterSignal(location, COMSIG_TURF_CHANGE, PROC_REF(pre_change_turf))
reset_elevation(location)
ADD_TRAIT(location, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift), ref(source))
/datum/element/elevation/proc/unregister_turf(atom/movable/source, atom/location)
if(!isturf(location))
return
REMOVE_TRAIT(location, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift), ref(source))
if(!HAS_TRAIT(location, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift)))
UnregisterSignal(location, list(COMSIG_TURF_RESET_ELEVATION, COMSIG_TURF_CHANGE))
reset_elevation(location)
///Changing or destroying the turf detaches the element, also we need to reapply the traits since they don't get passed down.
/datum/element/elevation/proc/pre_change_turf(turf/changed, path, list/new_baseturfs, flags, list/post_change_callbacks)
SIGNAL_HANDLER
var/list/trait_sources = GET_TRAIT_SOURCES(changed, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift))
trait_sources = trait_sources.Copy()
post_change_callbacks += CALLBACK(src, PROC_REF(post_change_turf), trait_sources)
/datum/element/elevation/proc/post_change_turf(list/trait_sources, turf/changed)
for(var/source in trait_sources)
ADD_TRAIT(changed, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift), source)
reset_elevation(changed)
#define ELEVATE_TIME 0.2 SECONDS
#define ELEVATION_SOURCE(datum) "elevation_[REF(datum)]"
/**
* The core element attached to the turf itself. Do not use this directly!
*
* Causes mobs walking over a turf with this element to be pixel shifted vertically by the pixel_shift amount.
* Because of the way it's structured, it should only be added through the elevation element (without the core suffix).
*
* To explain: in the case of multiple objects with (different instances of) the element being stacked on one turf somehow,
* we only want that with the highest pixel shift value to apply it to the turf, so that the mobs standing on top of it all
* doesn't look like it's floating off the pile.
*/
/datum/element/elevation_core
element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH_ON_HOST_DESTROY
argument_hash_start_idx = 2
///The amount of pixel_z applied to the mob standing on the turf.
var/pixel_shift
/datum/element/elevation_core/Attach(datum/target, pixel_shift)
. = ..()
if(!isturf(target))
return ELEMENT_INCOMPATIBLE
if(!pixel_shift)
CRASH("attempted attaching /datum/element/elevation_core with a pixel_shift value of [isnull(pixel_shift) ? "null" : 0]")
RegisterSignal(target, COMSIG_ATOM_ABSTRACT_ENTERED, PROC_REF(on_entered))
RegisterSignal(target, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(on_initialized_on))
RegisterSignal(target, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(on_exited))
RegisterSignal(target, COMSIG_TURF_RESET_ELEVATION, PROC_REF(on_reset_elevation))
src.pixel_shift = pixel_shift
ADD_TRAIT(target, TRAIT_ELEVATED_TURF, ELEVATION_SOURCE(src))
for(var/mob/living/living in target)
register_new_mob(living)
/datum/element/elevation_core/Detach(datum/source)
/**
* Since the element can be removed outside of Destroy(),
* and even then, signals are passed down to the new turf,
* it's necessary to clear them here.
*/
UnregisterSignal(source, list(
COMSIG_ATOM_ABSTRACT_ENTERED,
COMSIG_ATOM_ABSTRACT_EXITED,
COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON,
COMSIG_TURF_RESET_ELEVATION,
))
REMOVE_TRAIT(source, TRAIT_ELEVATED_TURF, ELEVATION_SOURCE(src))
for(var/mob/living/living in source)
deelevate_mob(living)
UnregisterSignal(living, list(COMSIG_LIVING_SET_BUCKLED, SIGNAL_ADDTRAIT(TRAIT_IGNORE_ELEVATION), SIGNAL_REMOVETRAIT(TRAIT_IGNORE_ELEVATION)))
return ..()
/datum/element/elevation_core/proc/on_entered(turf/source, atom/movable/entered, atom/old_loc)
SIGNAL_HANDLER
if((isnull(old_loc) || !HAS_TRAIT_FROM(old_loc, TRAIT_ELEVATED_TURF, ELEVATION_SOURCE(src))) && isliving(entered))
register_new_mob(entered, elevate_time = isturf(old_loc) && source.Adjacent(old_loc) ? ELEVATE_TIME : 0)
/datum/element/elevation_core/proc/on_initialized_on(turf/source, atom/movable/spawned)
SIGNAL_HANDLER
if(isliving(spawned))
register_new_mob(spawned, elevate_time = 0)
/datum/element/elevation_core/proc/on_exited(turf/source, atom/movable/gone)
SIGNAL_HANDLER
if((isnull(gone.loc) || !HAS_TRAIT_FROM(gone.loc, TRAIT_ELEVATED_TURF, ELEVATION_SOURCE(src))) && isliving(gone))
// Always unregister the signals, we're still leaving even if not affected by elevation.
UnregisterSignal(gone, list(COMSIG_LIVING_SET_BUCKLED, SIGNAL_ADDTRAIT(TRAIT_IGNORE_ELEVATION), SIGNAL_REMOVETRAIT(TRAIT_IGNORE_ELEVATION)))
deelevate_mob(gone, isturf(gone.loc) && source.Adjacent(gone.loc) ? ELEVATE_TIME : 0)
/// Registers a new mob to be elevated, and elevates it.
/datum/element/elevation_core/proc/register_new_mob(mob/living/new_mob, elevate_time = ELEVATE_TIME)
elevate_mob(new_mob, elevate_time = elevate_time)
// mobs can reasonably be reigstered twice if the element is attached and then their init finishes
RegisterSignal(new_mob, COMSIG_LIVING_SET_BUCKLED, PROC_REF(on_set_buckled), override = TRUE)
RegisterSignal(new_mob, SIGNAL_ADDTRAIT(TRAIT_IGNORE_ELEVATION), PROC_REF(on_ignore_elevation_add), override = TRUE)
RegisterSignal(new_mob, SIGNAL_REMOVETRAIT(TRAIT_IGNORE_ELEVATION), PROC_REF(on_ignore_elevation_remove), override = TRUE)
/**
* Elevates the mob by pixel_shift amount.
*
* If the mob has the TRAIT_IGNORE_ELEVATION trait, it will not be elevated.
*
* If the mob is buckled to something...
* ...And that something is a vehicle, it will also be elevated.
* ...And that something is an object, neither the mob nor the object will be elevated.
* ...And that something is a mob, we will be elevated (but not the other mob).
*/
/datum/element/elevation_core/proc/elevate_mob(mob/living/target, elevate_time = ELEVATE_TIME, force = FALSE)
if(HAS_TRAIT(target, TRAIT_IGNORE_ELEVATION) && !force)
return
// while the offset system can natively handle this,
// we want to avoid accidentally double-elevating anything they're buckled to (namely vehicles)
if(target.has_offset(source = ELEVATION_SOURCE(src)))
return
ADD_TRAIT(target, TRAIT_MOB_ELEVATED, ELEVATION_SOURCE(src))
// We are buckled to something
if(target.buckled)
// We are buckled to a vehicle, so it also must be elevated
if(isvehicle(target.buckled))
animate(target.buckled, pixel_z = pixel_shift, time = elevate_time, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
// We are buckled to a mob - they're elevated so we're elevated
else if(isliving(target.buckled))
pass()
// We are buckled to some other object - perhaps the object itself - so skip
else
return
target.add_offsets(ELEVATION_SOURCE(src), z_add = pixel_shift, animate = elevate_time > 0)
/// Reverts elevation of the mob.
/datum/element/elevation_core/proc/deelevate_mob(mob/living/target, elevate_time = ELEVATE_TIME)
REMOVE_TRAIT(target, TRAIT_MOB_ELEVATED, ELEVATION_SOURCE(src))
target.remove_offsets(ELEVATION_SOURCE(src), animate = elevate_time > 0)
if(isvehicle(target.buckled))
animate(target.buckled, pixel_z = -pixel_shift, time = elevate_time, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
/**
* If the mob is buckled or unbuckled to/from a vehicle, shift it up/down
*.
* Null the pixel shift if the mob is buckled to something different that's not a mob or vehicle
*
* The reason is that it's more important for a mob to look like they're actually buckled to a bed
* or something anchored to the floor than atop of whatever else is on the same turf.
*/
/datum/element/elevation_core/proc/on_set_buckled(mob/living/source, atom/movable/new_buckled)
SIGNAL_HANDLER
if(HAS_TRAIT(source, TRAIT_IGNORE_ELEVATION))
return
// We were buckled to something
if(source.buckled)
// It was a vehicle, so reset its pixel_z
if(isvehicle(source.buckled))
animate(source.buckled, pixel_z = -pixel_shift, time = ELEVATE_TIME, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
// It was a mob, so revert our pixel_z
else if(isliving(source.buckled))
deelevate_mob(source)
// It was some object, maybe the object itself, elevate us
else
source.add_offsets(ELEVATION_SOURCE(src), z_add = pixel_shift)
// We are now buckled to something
if(new_buckled)
// It's a vehicle, so elevate it
if(isvehicle(new_buckled))
animate(new_buckled, pixel_z = pixel_shift, time = ELEVATE_TIME, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
// It's a mob, so elevate us
else if(isliving(new_buckled))
elevate_mob(source)
// It's some object, maybe the object itself, so clear elevation
else
source.remove_offsets(ELEVATION_SOURCE(src))
/datum/element/elevation_core/proc/on_ignore_elevation_add(mob/living/source, trait)
SIGNAL_HANDLER
deelevate_mob(source)
/datum/element/elevation_core/proc/on_ignore_elevation_remove(mob/living/source, trait)
SIGNAL_HANDLER
elevate_mob(source)
/datum/element/elevation_core/proc/on_reset_elevation(turf/source, list/current_values)
SIGNAL_HANDLER
current_values[ELEVATION_CURRENT_PIXEL_SHIFT] = pixel_shift
#undef ELEVATE_TIME
#undef ELEVATION_SOURCE