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## About The Pull Request This does nothing currently, but will allow me to test for layering issues on LIVE, rather then in just wallening. Oh also I'm packaging in a fix to one of my macros that I wrote wrong, as a joke [removes SEE_BLACKNESS usage, because we actually cannot use it effectively](c9a19dd7cc) [c9a19dd](c9a19dd7cc) Sidemap removes the ability to control it on a plane, so it basically just means there's an uncontrollable black slate even if you have other toggles set. This just like, removes that, since it's silly [fixes weird layering on solars and ai portraits. Pixel y was casuing things to render below who shouldn't](3885b9d9ed) [3885b9d](3885b9d9ed) [Fixes flicker issues](2defc0ad20) [2defc0a](2defc0ad20) Offsetting the vis_contents'd objects down physically, and then up visually resolves the confliciting that was going on between the text and its display. This resolves the existing reported flickering issues [fixes plated food not appearing in world](28a34c64f8) [28a34c6](28a34c64f8) pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just use pixel_z for this [Adds wall and upper wall plane masters](89fe2b4eb4) [89fe2b4](89fe2b4eb4) We use these + the floor and space planes to build a mask of all the visible turfs. Then we take that, stick it in a plane master, and mask the emissive plane with it. This solves the lighting fulldark screen object getting cut by emissives Shifts some planes around to match this new layering. Also ensures we only shift fullscreen objects if they don't object to it. [compresses plane master controllers](bd64cc196a) [bd64cc1](bd64cc196a) we don't use them for much rn, but we might in future so I'm keeping it as a convienince thing 🆑 refactor: The logic of how we well, render things has changed. Make an issue report if anything looks funky, particularly layers. PLEASE USE YOUR EYES /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
102 lines
3.7 KiB
Plaintext
102 lines
3.7 KiB
Plaintext
/// Sends a fake bubblegum charging through a nearby wall to our target.
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/datum/hallucination/oh_yeah
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random_hallucination_weight = 1
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/// An image overlayed to the wall bubblegum comes out of, to look destroyed.
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var/image/fake_broken_wall
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/// An image put where bubblegum is expected to land, to mimic his charge "rune" icon.
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var/image/fake_rune
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/// if TRUE, we will also send one of the hallucination lines when we start.
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var/haunt_them = FALSE
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/// if haunt_them is TRUE, they will also be shown one of these lines when the hallucination occurs
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var/static/list/hallucination_lines = BUBBLEGUM_HALLUCINATION_LINES
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/datum/hallucination/oh_yeah/New(mob/living/hallucinator, source = "an external source", haunt_them = FALSE)
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src.haunt_them = haunt_them
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return ..()
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/datum/hallucination/oh_yeah/Destroy()
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if(fake_broken_wall)
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hallucinator.client?.images -= fake_broken_wall
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fake_broken_wall = null
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if(fake_rune)
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hallucinator.client?.images -= fake_rune
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fake_rune = null
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return ..()
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/datum/hallucination/oh_yeah/start()
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var/turf/closed/wall/wall_source = locate() in range(7, hallucinator)
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if(!wall_source)
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return FALSE
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feedback_details += "Source: ([wall_source.x], [wall_source.y], [wall_source.z])"
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var/turf/target_landing_turf = get_turf(hallucinator)
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var/turf/target_landing_image_turf = get_step(target_landing_turf, SOUTHWEST) // The icon is 3x3, so we shift down+left
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if(hallucinator.client)
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fake_broken_wall = image('icons/turf/floors.dmi', wall_source, "plating", layer = TURF_LAYER)
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SET_PLANE_EXPLICIT(fake_broken_wall, FLOOR_PLANE, wall_source)
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fake_broken_wall.override = TRUE
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fake_rune = image('icons/effects/96x96.dmi', target_landing_image_turf, "landing", layer = ABOVE_OPEN_TURF_LAYER)
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SET_PLANE_EXPLICIT(fake_rune, FLOOR_PLANE, wall_source)
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hallucinator.client?.images |= fake_broken_wall
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hallucinator.client?.images |= fake_rune
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hallucinator.playsound_local(wall_source, 'sound/effects/meteorimpact.ogg', 150, TRUE)
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if(haunt_them)
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to_chat(hallucinator, pick(hallucination_lines))
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var/obj/effect/client_image_holder/hallucination/bubblegum/fake_bubbles = new(wall_source, hallucinator, src)
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addtimer(CALLBACK(src, PROC_REF(charge_loop), fake_bubbles, target_landing_turf), 1 SECONDS)
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return TRUE
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/**
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* Recursive function that operates as a "fake charge" of our effect towards the target turf.
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*/
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/datum/hallucination/oh_yeah/proc/charge_loop(obj/effect/client_image_holder/hallucination/bubblegum/fake_bubbles, turf/landing_turf)
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if(QDELETED(src))
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return
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if(QDELETED(hallucinator) \
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|| QDELETED(fake_bubbles) \
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|| !landing_turf \
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|| fake_bubbles.z != hallucinator.z \
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|| fake_bubbles.z != landing_turf.z \
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)
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qdel(src)
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return
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if(get_turf(fake_bubbles) == landing_turf || hallucinator.stat == DEAD)
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QDEL_IN(src, 3 SECONDS)
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return
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fake_bubbles.forceMove(get_step_towards(fake_bubbles, landing_turf))
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fake_bubbles.setDir(get_dir(fake_bubbles, landing_turf))
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hallucinator.playsound_local(get_turf(fake_bubbles), 'sound/effects/meteorimpact.ogg', 150, TRUE)
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shake_camera(hallucinator, 2, 1)
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if(fake_bubbles.Adjacent(hallucinator))
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hallucinator.Paralyze(8 SECONDS)
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hallucinator.adjustStaminaLoss(40)
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step_away(hallucinator, fake_bubbles)
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shake_camera(hallucinator, 4, 3)
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hallucinator.visible_message(
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span_warning("[hallucinator] jumps backwards, falling on the ground!"),
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span_userdanger("[fake_bubbles] slams into you!"),
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)
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QDEL_IN(src, 3 SECONDS)
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else
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addtimer(CALLBACK(src, PROC_REF(charge_loop), fake_bubbles, landing_turf), 0.2 SECONDS)
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/// Fake bubblegum hallucination effect for the oh yeah hallucination
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/obj/effect/client_image_holder/hallucination/bubblegum
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name = "Bubblegum"
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image_icon = 'icons/mob/simple/lavaland/96x96megafauna.dmi'
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image_state = "bubblegum"
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image_pixel_x = -32
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