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d3d3a12540
## 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](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d) 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>
137 lines
4.3 KiB
Plaintext
137 lines
4.3 KiB
Plaintext
#define POINT_TIME (2.5 SECONDS)
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/**
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* Point at an atom
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*
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* Intended to enable and standardise the pointing animation for all atoms
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*
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* Not intended as a replacement for the mob verb
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*/
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/atom/movable/proc/point_at(atom/pointed_atom, intentional = FALSE)
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if(!isturf(loc))
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return FALSE
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if (pointed_atom in src)
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create_point_bubble(pointed_atom)
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return FALSE
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var/turf/tile = get_turf(pointed_atom)
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if (!tile)
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return FALSE
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var/turf/our_tile = get_turf(src)
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var/obj/visual = new /obj/effect/temp_visual/point(our_tile, invisibility)
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SEND_SIGNAL(src, COMSIG_MOVABLE_POINTED, pointed_atom, visual, intentional)
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animate(visual, pixel_x = (tile.x - our_tile.x) * ICON_SIZE_X + pointed_atom.pixel_x, pixel_y = (tile.y - our_tile.y) * ICON_SIZE_Y + pointed_atom.pixel_y, time = 1.7, easing = EASE_OUT)
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return TRUE
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/mob/point_at(atom/pointed_atom, intentional = FALSE)
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. = ..()
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if(.)
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face_atom(pointed_atom)
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/atom/movable/proc/create_point_bubble(atom/pointed_atom)
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var/mutable_appearance/thought_bubble = mutable_appearance(
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'icons/effects/effects.dmi',
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"thought_bubble",
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offset_spokesman = src,
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plane = POINT_PLANE,
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appearance_flags = KEEP_APART,
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)
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var/mutable_appearance/pointed_atom_appearance = new(pointed_atom.appearance)
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pointed_atom_appearance.blend_mode = BLEND_INSET_OVERLAY
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pointed_atom_appearance.plane = FLOAT_PLANE
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pointed_atom_appearance.layer = FLOAT_LAYER
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pointed_atom_appearance.pixel_x = 0
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pointed_atom_appearance.pixel_y = 0
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thought_bubble.overlays += pointed_atom_appearance
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var/hover_outline_index = pointed_atom.get_filter_index(HOVER_OUTLINE_FILTER)
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if (!isnull(hover_outline_index))
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pointed_atom_appearance.filters.Cut(hover_outline_index, hover_outline_index + 1)
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thought_bubble.pixel_w = 16
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thought_bubble.pixel_z = 32
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thought_bubble.alpha = 200
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var/mutable_appearance/point_visual = mutable_appearance(
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'icons/hud/screen_gen.dmi',
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"arrow"
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)
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thought_bubble.overlays += point_visual
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add_overlay(thought_bubble)
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LAZYADD(update_overlays_on_z, thought_bubble)
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addtimer(CALLBACK(src, PROC_REF(clear_point_bubble), thought_bubble), POINT_TIME)
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/atom/movable/proc/clear_point_bubble(mutable_appearance/thought_bubble)
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LAZYREMOVE(update_overlays_on_z, thought_bubble)
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cut_overlay(thought_bubble)
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/obj/effect/temp_visual/point
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name = "pointer"
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icon = 'icons/hud/screen_gen.dmi'
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icon_state = "arrow"
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plane = POINT_PLANE
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duration = POINT_TIME
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/obj/effect/temp_visual/point/Initialize(mapload, set_invis = 0)
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. = ..()
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var/atom/old_loc = loc
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abstract_move(get_turf(src))
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pixel_x = old_loc.pixel_x
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pixel_y = old_loc.pixel_y
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SetInvisibility(set_invis)
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#undef POINT_TIME
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/**
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* Point at an atom
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*
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* mob verbs are faster than object verbs. See
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* [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716)
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* for why this isn't atom/verb/pointed()
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*
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* note: ghosts can point, this is intended
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*
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* visible_message will handle invisibility properly
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*
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* overridden here and in /mob/dead/observer for different point span classes and sanity checks
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*/
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/mob/verb/pointed(atom/A as mob|obj|turf in view())
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set name = "Point To"
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set category = "Object"
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if(istype(A, /obj/effect/temp_visual/point))
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return FALSE
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DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(_pointed), A))
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/// possibly delayed verb that finishes the pointing process starting in [/mob/verb/pointed()].
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/// either called immediately or in the tick after pointed() was called, as per the [DEFAULT_QUEUE_OR_CALL_VERB()] macro
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/mob/proc/_pointed(atom/pointing_at)
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if(client) //Clientless mobs can just go ahead and point
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if(ismovable(pointing_at))
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var/atom/movable/pointed_movable = pointing_at
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if(pointed_movable.flags_1 & IS_ONTOP_1)
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pointing_at = pointed_movable.loc
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if(!(pointing_at in view(client.view, src)))
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return FALSE
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if(iscarbon(src)) // special interactions for carbons
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var/mob/living/carbon/our_carbon = src
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if(our_carbon.usable_hands <= 0 || src.incapacitated & INCAPABLE_RESTRAINTS || HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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if(TIMER_COOLDOWN_FINISHED(src, "point_verb_emote_cooldown"))
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//cooldown handled in the emote.
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our_carbon.emote("point [pointing_at]")
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else
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to_chat(src, span_warning("You need to wait before pointing again!"))
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return FALSE
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point_at(pointing_at, TRUE)
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return TRUE
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