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* Invisibility refactor (#78908) This adds a tracker for sources of invisibility and a priority system. I needed this for another thing so I'm doing this first since it touches a lot of code. As for the bugs fixed in the changelog, it's only what I noticed while going through everything and there's likely a few more things fixed with this. This should be testmerged for a while, I'll bring this out of draft when it feels safe. 🆑 admin: Invisimin can now be used on mobs that are already invisible, whether through temporary or permanent effects. fix: Monkeyize/Humanize mob transformations no longer permanently reveal invisible mobs if they had effects making them invisible otherwise. fix: Objects with the undertile element that have been made invisible through other means are no longer revealed by being uncovered. /🆑 * Invisibility refactor --------- Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
85 lines
2.8 KiB
Plaintext
85 lines
2.8 KiB
Plaintext
/// The alpha we give to stuff under tiles, if they want it
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#define ALPHA_UNDERTILE 128
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///Add to an object if you want to be able to be hidden under tiles
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/datum/element/undertile
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element_flags = ELEMENT_BESPOKE | COMPONENT_DUPE_HIGHLANDER
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argument_hash_start_idx = 2
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///the invisiblity trait applied, like TRAIT_T_RAY_VISIBLE
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var/invisibility_trait
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///level of invisibility applied when under a tile. Could be INVISIBILITY_OBSERVER if you still want it to be visible to ghosts
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var/invisibility_level
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///an overlay for the tile if we wish to apply that
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var/tile_overlay
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///whether we use alpha or not. TRUE uses ALPHA_UNDERTILE because otherwise we have 200 different instances of this element for different alphas
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var/use_alpha
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///We will switch between anchored and unanchored. for stuff like satchels that shouldn't be pullable under tiles but are otherwise unanchored
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var/use_anchor
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/datum/element/undertile/Attach(datum/target, invisibility_trait, invisibility_level = INVISIBILITY_MAXIMUM, tile_overlay, use_alpha = TRUE, use_anchor = FALSE)
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. = ..()
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if(!ismovable(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_OBJ_HIDE, PROC_REF(hide))
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src.invisibility_trait = invisibility_trait
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src.invisibility_level = invisibility_level
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src.tile_overlay = tile_overlay
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src.use_alpha = use_alpha
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src.use_anchor = use_anchor
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///called when a tile has been covered or uncovered
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/datum/element/undertile/proc/hide(atom/movable/source, underfloor_accessibility)
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SIGNAL_HANDLER
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if(underfloor_accessibility < UNDERFLOOR_VISIBLE)
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source.SetInvisibility(invisibility_level, id=type)
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else
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source.RemoveInvisibility(type)
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var/turf/T = get_turf(source)
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if(underfloor_accessibility < UNDERFLOOR_INTERACTABLE)
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SET_PLANE_IMPLICIT(source, FLOOR_PLANE) // We do this so that turfs that allow you to see what's underneath them don't have to be on the game plane (which causes ambient occlusion weirdness)
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ADD_TRAIT(source, TRAIT_UNDERFLOOR, REF(src))
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if(tile_overlay)
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T.add_overlay(tile_overlay)
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if(use_anchor)
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source.set_anchored(TRUE)
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if(underfloor_accessibility < UNDERFLOOR_VISIBLE)
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if(use_alpha)
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source.alpha = ALPHA_UNDERTILE
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if(invisibility_trait)
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ADD_TRAIT(source, invisibility_trait, ELEMENT_TRAIT(type))
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else
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SET_PLANE_IMPLICIT(source, initial(source.plane))
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REMOVE_TRAIT(source, TRAIT_UNDERFLOOR, REF(src))
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if(invisibility_trait)
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REMOVE_TRAIT(source, invisibility_trait, ELEMENT_TRAIT(type))
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if(tile_overlay)
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T.overlays -= tile_overlay
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if(use_alpha)
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source.alpha = initial(source.alpha)
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if(use_anchor)
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source.set_anchored(FALSE)
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/datum/element/undertile/Detach(atom/movable/source, visibility_trait, invisibility_level = INVISIBILITY_MAXIMUM)
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. = ..()
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hide(source, UNDERFLOOR_INTERACTABLE)
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source.RemoveInvisibility(type)
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#undef ALPHA_UNDERTILE
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