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Bubberstation/code/modules/hallucination/body.dm
Waterpig d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00

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/// Makes a random body appear and disappear quickly in view of the hallucinator.
/datum/hallucination/body
abstract_hallucination_parent = /datum/hallucination/body
hallucination_tier = HALLUCINATION_TIER_COMMON
/// The file to make the body image from.
var/body_image_file
/// The icon state to make the body image form.
var/body_image_state
/// The actual image we made and showed show.
var/image/shown_body
/// Whether we apply the floating anim to the body
var/body_floats = FALSE
/// The layer this body will be drawn on, in case we want to bypass lighting
var/body_layer = LOW_FLOOR_LAYER
/// if TRUE, spawns the body under the hallucinator instead of somewhere in view
var/spawn_under_hallucinator = FALSE
/datum/hallucination/body/start()
// This hallucination is purely visual, so we don't need to bother for clientless mobs
if(!hallucinator.client)
return FALSE
var/list/possible_points = list()
if(spawn_under_hallucinator)
possible_points += get_turf(hallucinator)
else
for(var/turf/open/open_turf in view(hallucinator))
if(open_turf.is_blocked_turf())
continue
possible_points += open_turf
if(!length(possible_points))
return FALSE
var/turf/picked = pick(possible_points)
if(isspaceturf(picked) || !picked.has_gravity())
body_floats = TRUE
shown_body = make_body_image(picked)
hallucinator.client?.images |= shown_body
return queue_cleanup()
/datum/hallucination/body/proc/queue_cleanup()
QDEL_IN(src, rand(3 SECONDS, 5 SECONDS)) //Only seen for a brief moment.
return TRUE
/datum/hallucination/body/Destroy()
hallucinator.client?.images -= shown_body
shown_body = null
return ..()
/// Makes the image of the body to show at the location passed.
/datum/hallucination/body/proc/make_body_image(turf/location)
var/image/created_image = image(body_image_file, location, body_image_state, body_layer)
SET_PLANE_EXPLICIT(created_image, GAME_PLANE, location)
if(body_floats)
DO_FLOATING_ANIM(created_image)
return created_image
/datum/hallucination/body/husk
random_hallucination_weight = 8
body_image_file = 'icons/mob/human/human.dmi'
body_image_state = "husk"
/datum/hallucination/body/husk/sideways
random_hallucination_weight = 4
/datum/hallucination/body/husk/sideways/make_body_image(turf/location)
var/image/body = ..()
var/matrix/turn_matrix = matrix()
turn_matrix.Turn(90)
body.transform = turn_matrix
return body
/datum/hallucination/body/ghost
random_hallucination_weight = 2
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "ghost"
body_floats = TRUE
/datum/hallucination/body/hole
random_hallucination_weight = 1
body_image_file = 'icons/effects/effects.dmi'
body_image_state = "blank"
/datum/hallucination/body/staticguy
random_hallucination_weight = 1
body_image_file = 'icons/effects/effects.dmi'
body_image_state = "static"
/// Our QDEL_IN timer id, so we can cancel it
var/del_timerid
/datum/hallucination/body/staticguy/Destroy()
if(!QDELETED(hallucinator))
UnregisterSignal(hallucinator, COMSIG_MOVABLE_MOVED)
if(del_timerid)
deltimer(del_timerid)
del_timerid = null
return ..()
/datum/hallucination/body/staticguy/queue_cleanup()
RegisterSignal(hallucinator, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
del_timerid = QDEL_IN_STOPPABLE(src, rand(2 MINUTES, 3 MINUTES))
return TRUE
/// Signal proc for [COMSIG_MOVABLE_MOVED] - if we move out of view of the hallucination, it disappears, how spooky
/datum/hallucination/body/staticguy/proc/on_move(datum/source)
SIGNAL_HANDLER
// Entering its turf will cause it to fade out then delete
if(shown_body.loc == hallucinator.loc)
animate(shown_body, alpha = 0, time = 0.5 SECONDS)
deltimer(del_timerid)
del_timerid = QDEL_IN_STOPPABLE(src, 0.6 SECONDS)
return
// Staying in view will do nothing
if(shown_body.loc in view(hallucinator))
return
// Leaving view will delete it immediately
deltimer(del_timerid)
del_timerid = null
qdel(src)
/datum/hallucination/body/weird
random_hallucination_weight = 0.1 // These are very uncommon
abstract_hallucination_parent = /datum/hallucination/body/weird
hallucination_tier = HALLUCINATION_TIER_RARE
/datum/hallucination/body/weird/alien
body_image_file = 'icons/mob/nonhuman-player/alien.dmi'
body_image_state = "alienother"
body_floats = TRUE
/datum/hallucination/body/weird/mini_bubblegum
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "horror"
/datum/hallucination/body/weird/chrono
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "chronostuck"
body_floats = TRUE
hallucination_tier = HALLUCINATION_TIER_VERYSPECIAL
/datum/hallucination/body/weird/god
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "god"
body_floats = TRUE
/datum/hallucination/body/weird/sling
body_image_file = 'icons/mob/simple/mob.dmi'
body_image_state = "shadowling_ascended"
body_floats = TRUE
/datum/hallucination/body/weird/faceless
body_image_file = 'icons/obj/trader_signs.dmi'
body_image_state = "faceless"
/datum/hallucination/body/weird/bones
body_image_file = 'icons/obj/trader_signs.dmi'
body_image_state = "mrbones"
hallucination_tier = HALLUCINATION_TIER_VERYSPECIAL
/datum/hallucination/body/weird/freezer
random_hallucination_weight = 0.3 // Slightly more common since it's cool (heh)
body_image_file = 'icons/effects/effects.dmi'
body_image_state = "the_freezer"
body_layer = ABOVE_ALL_MOB_LAYER
spawn_under_hallucinator = TRUE
hallucination_tier = HALLUCINATION_TIER_VERYSPECIAL
/datum/hallucination/body/weird/freezer/make_body_image(turf/location)
var/image/body = ..()
body.pixel_w = pick(rand(-208,-48), rand(48, 208))
body.pixel_z = pick(rand(-208,-48), rand(48, 208))
body.alpha = 245
SET_PLANE_EXPLICIT(body, ABOVE_HUD_PLANE, location)
return body
/datum/hallucination/body/weird/freezer/queue_cleanup()
QDEL_IN(src, 12 SECONDS) //The freezer stays on screen while you're frozen
addtimer(CALLBACK(src, PROC_REF(freeze_player)), 1 SECONDS) // You barely have a moment to react before you're frozen
addtimer(CALLBACK(src, PROC_REF(freeze_intimidate)), 11.8 SECONDS)
hallucinator.cause_hallucination(/datum/hallucination/fake_sound/weird/radio_static, "freezer hallucination")
return TRUE
/datum/hallucination/body/weird/freezer/proc/freeze_player()
if(QDELETED(src))
return
hallucinator.cause_hallucination(/datum/hallucination/ice, "freezer hallucination", duration = 11 SECONDS, play_freeze_sound = FALSE)
/datum/hallucination/body/weird/freezer/proc/freeze_intimidate()
if(QDELETED(src))
return
// Spook 'em before we delete
shown_body.pixel_w = (shown_body.pixel_w / 2)
shown_body.pixel_z = (shown_body.pixel_z / 2)