Files
Bubberstation/code/datums/beam.dm
LemonInTheDark f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](a604c7b1c8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](2548933739)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](f02ad13696)

[f02ad13](f02ad13696)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00

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/** # Beam Datum and Effect
* **IF YOU ARE LAZY AND DO NOT WANT TO READ, GO TO THE BOTTOM OF THE FILE AND USE THAT PROC!**
*
* This is the beam datum! It's a really neat effect for the game in drawing a line from one atom to another.
* It has two parts:
* The datum itself which manages redrawing the beam to constantly keep it pointing from the origin to the target.
* The effect which is what the beams are made out of. They're placed in a line from the origin to target, rotated towards the target and snipped off at the end.
* These effects are kept in a list and constantly created and destroyed (hence the proc names draw and reset, reset destroying all effects and draw creating more.)
*
* You can add more special effects to the beam itself by changing what the drawn beam effects do. For example you can make a vine that pricks people by making the beam_type
* include a crossed proc that damages the crosser. Examples in venus_human_trap.dm
*/
/datum/beam
///where the beam goes from
var/atom/origin = null
///where the beam goes to
var/atom/target = null
///list of beam objects. These have their visuals set by the visuals var which is created on starting
var/list/elements = list()
///icon used by the beam.
var/icon
///icon state of the main segments of the beam
var/icon_state = ""
///The beam will qdel if it's longer than this many tiles.
var/max_distance = 0
///the objects placed in the elements list
var/beam_type = /obj/effect/ebeam
///This is used as the visual_contents of beams, so you can apply one effect to this and the whole beam will look like that. never gets deleted on redrawing.
var/obj/effect/ebeam/visuals
///The color of the beam we're drawing.
var/beam_color
///If we use an emissive appearance
var/emissive = TRUE
/// If set will be used instead of origin's pixel_x in offset calculations
var/override_origin_pixel_x = null
/// If set will be used instead of origin's pixel_y in offset calculations
var/override_origin_pixel_y = null
/// If set will be used instead of targets's pixel_x in offset calculations
var/override_target_pixel_x = null
/// If set will be used instead of targets's pixel_y in offset calculations
var/override_target_pixel_y = null
/datum/beam/New(
origin,
target,
icon = 'icons/effects/beam.dmi',
icon_state = "b_beam",
time = INFINITY,
max_distance = INFINITY,
beam_type = /obj/effect/ebeam,
beam_color = null,
emissive = TRUE,
override_origin_pixel_x = null,
override_origin_pixel_y = null,
override_target_pixel_x = null,
override_target_pixel_y = null,
)
src.origin = origin
src.target = target
src.icon = icon
src.icon_state = icon_state
src.max_distance = max_distance
src.beam_type = beam_type
src.beam_color = beam_color
src.emissive = emissive
src.override_origin_pixel_x = override_origin_pixel_x
src.override_origin_pixel_y = override_origin_pixel_y
src.override_target_pixel_x = override_target_pixel_x
src.override_target_pixel_y = override_target_pixel_y
if(time < INFINITY)
QDEL_IN(src, time)
/**
* Proc called by the atom Beam() proc. Sets up signals, and draws the beam for the first time.
*/
/datum/beam/proc/Start()
visuals = new beam_type()
visuals.icon = icon
visuals.icon_state = icon_state
visuals.color = beam_color
visuals.vis_flags = VIS_INHERIT_PLANE|VIS_INHERIT_LAYER
visuals.emissive = emissive
visuals.update_appearance()
Draw()
RegisterSignal(origin, COMSIG_MOVABLE_MOVED, PROC_REF(redrawing))
RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(redrawing))
/**
* Triggered by signals set up when the beam is set up. If it's still sane to create a beam, it removes the old beam, creates a new one. Otherwise it kills the beam.
*
* Arguments:
* mover: either the origin of the beam or the target of the beam that moved.
* oldloc: from where mover moved.
* direction: in what direction mover moved from.
*/
/datum/beam/proc/redrawing(atom/movable/mover, atom/oldloc, direction)
SIGNAL_HANDLER
if(origin && target && get_dist(origin,target)<max_distance && origin.z == target.z)
QDEL_LIST(elements)
INVOKE_ASYNC(src, PROC_REF(Draw))
else
qdel(src)
/datum/beam/Destroy()
QDEL_LIST(elements)
QDEL_NULL(visuals)
UnregisterSignal(origin, COMSIG_MOVABLE_MOVED)
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
target = null
origin = null
return ..()
/**
* Creates the beam effects and places them in a line from the origin to the target. Sets their rotation to make the beams face the target, too.
*/
/datum/beam/proc/Draw()
if(SEND_SIGNAL(src, COMSIG_BEAM_BEFORE_DRAW) & BEAM_CANCEL_DRAW)
return
var/origin_px = isnull(override_origin_pixel_x) ? origin.pixel_x : override_origin_pixel_x
var/origin_py = isnull(override_origin_pixel_y) ? origin.pixel_y : override_origin_pixel_y
var/target_px = isnull(override_target_pixel_x) ? target.pixel_x : override_target_pixel_x
var/target_py = isnull(override_target_pixel_y) ? target.pixel_y : override_target_pixel_y
var/Angle = get_angle_raw(origin.x, origin.y, origin_px, origin_py, target.x , target.y, target_px, target_py)
///var/Angle = round(get_angle(origin,target))
var/matrix/rot_matrix = matrix()
var/turf/origin_turf = get_turf(origin)
rot_matrix.Turn(Angle)
//Translation vector for origin and target
var/DX = (32*target.x+target_px)-(32*origin.x+origin_px)
var/DY = (32*target.y+target_py)-(32*origin.y+origin_py)
var/N = 0
var/length = round(sqrt((DX)**2+(DY)**2)) //hypotenuse of the triangle formed by target and origin's displacement
for(N in 0 to length-1 step 32)//-1 as we want < not <=, but we want the speed of X in Y to Z and step X
if(QDELETED(src))
break
var/obj/effect/ebeam/segment = new beam_type(origin_turf, src)
elements += segment
//Assign our single visual ebeam to each ebeam's vis_contents
//ends are cropped by a transparent box icon of length-N pixel size laid over the visuals obj
if(N+32>length) //went past the target, we draw a box of space to cut away from the beam sprite so the icon actually ends at the center of the target sprite
var/icon/II = new(icon, icon_state)//this means we exclude the overshooting object from the visual contents which does mean those visuals don't show up for the final bit of the beam...
II.DrawBox(null,1,(length-N),32,32)//in the future if you want to improve this, remove the drawbox and instead use a 513 filter to cut away at the final object's icon
segment.icon = II
segment.color = beam_color
else
segment.vis_contents += visuals
segment.transform = rot_matrix
//Calculate pixel offsets (If necessary)
var/Pixel_x
var/Pixel_y
if(DX == 0)
Pixel_x = 0
else
Pixel_x = round(sin(Angle)+32*sin(Angle)*(N+16)/32)
if(DY == 0)
Pixel_y = 0
else
Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32)
//Position the effect so the beam is one continous line
var/a
if(abs(Pixel_x)>32)
a = Pixel_x > 0 ? round(Pixel_x/32) : CEILING(Pixel_x/32, 1)
segment.x += a
Pixel_x %= 32
if(abs(Pixel_y)>32)
a = Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1)
segment.y += a
Pixel_y %= 32
segment.pixel_x = origin_px + Pixel_x
segment.pixel_y = origin_py + Pixel_y
CHECK_TICK
/obj/effect/ebeam
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = ABOVE_ALL_MOB_LAYER
anchored = TRUE
var/emissive = TRUE
var/datum/beam/owner
/obj/effect/ebeam/Initialize(mapload, beam_owner)
owner = beam_owner
return ..()
/obj/effect/ebeam/update_overlays()
. = ..()
if(!emissive)
return
var/mutable_appearance/emissive_overlay = emissive_appearance(icon, icon_state, src)
emissive_overlay.transform = transform
. += emissive_overlay
/obj/effect/ebeam/Destroy()
owner = null
return ..()
/obj/effect/ebeam/singularity_pull()
return
/obj/effect/ebeam/singularity_act()
return
/**
* This is what you use to start a beam. Example: origin.Beam(target, args). **Store the return of this proc if you don't set maxdist or time, you need it to delete the beam.**
*
* Unless you're making a custom beam effect (see the beam_type argument), you won't actually have to mess with any other procs. Make sure you store the return of this Proc, you'll need it
* to kill the beam.
* **Arguments:**
* BeamTarget: Where you're beaming from. Where do you get origin? You didn't read the docs, fuck you.
* icon_state: What the beam's icon_state is. The datum effect isn't the ebeam object, it doesn't hold any icon and isn't type dependent.
* icon: What the beam's icon file is. Don't change this, man. All beam icons should be in beam.dmi anyways.
* maxdistance: how far the beam will go before stopping itself. Used mainly for two things: preventing lag if the beam may go in that direction and setting a range to abilities that use beams.
* beam_type: The type of your custom beam. This is for adding other wacky stuff for your beam only. Most likely, you won't (and shouldn't) change it.
*/
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=INFINITY,maxdistance=INFINITY,beam_type=/obj/effect/ebeam, beam_color = null, emissive = TRUE, override_origin_pixel_x = null, override_origin_pixel_y = null, override_target_pixel_x = null, override_target_pixel_y = null)
var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type, beam_color, emissive, override_origin_pixel_x, override_origin_pixel_y, override_target_pixel_x, override_target_pixel_y )
INVOKE_ASYNC(newbeam, TYPE_PROC_REF(/datum/beam/, Start))
return newbeam