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Bubberstation/code/modules/shuttle/special.dm
LemonInTheDark e90a9b4b68 Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)


## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)


## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
2024-07-04 12:10:41 -07:00

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// Special objects for shuttle templates go here if nowhere else
// Wabbajack statue, a sleeping frog statue that shoots bolts of change if
// living carbons are put on its altar/tables
/obj/machinery/power/emitter/energycannon
name = "Energy Cannon"
desc = "A heavy duty industrial laser."
icon = 'icons/obj/machines/engine/singularity.dmi'
icon_state = "emitter_+a"
base_icon_state = "emitter_+a"
anchored = TRUE
density = TRUE
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF
use_power = NO_POWER_USE
idle_power_usage = 0
active_power_usage = 0
active = TRUE
locked = TRUE
welded = TRUE
/obj/machinery/power/emitter/energycannon/RefreshParts()
SHOULD_CALL_PARENT(FALSE)
return
/obj/machinery/power/emitter/energycannon/magical
name = "wabbajack statue"
desc = "Who am I? What is my purpose in life? What do I mean by who am I?"
projectile_type = /obj/projectile/magic/change
icon = 'icons/obj/machines/magic_emitter.dmi'
icon_state = "wabbajack_statue"
icon_state_on = "wabbajack_statue_on"
base_icon_state = "wabbajack_statue"
active = FALSE
allow_switch_interact = FALSE
var/list/active_tables = list()
var/tables_required = 2
/obj/machinery/power/emitter/energycannon/magical/Initialize(mapload)
. = ..()
if(prob(50))
desc = "Oh no, not again."
update_appearance()
/obj/machinery/power/emitter/energycannon/magical/update_icon_state()
. = ..()
icon_state = active ? icon_state_on : initial(icon_state)
/obj/machinery/power/emitter/energycannon/magical/process()
. = ..()
if(active_tables.len >= tables_required)
if(!active)
visible_message("<span class='revenboldnotice'>\
[src] opens its eyes.</span>")
active = TRUE
else
if(active)
visible_message("<span class='revenboldnotice'>\
[src] closes its eyes.</span>")
active = FALSE
update_appearance()
/obj/machinery/power/emitter/energycannon/magical/attackby(obj/item/W, mob/user, params)
return
/obj/machinery/power/emitter/energycannon/magical/ex_act(severity)
return FALSE
/obj/machinery/power/emitter/energycannon/magical/emag_act(mob/user, obj/item/card/emag/emag_card)
return FALSE
/obj/structure/table/abductor/wabbajack
name = "wabbajack altar"
desc = "Whether you're sleeping or waking, it's going to be quite chaotic."
max_integrity = 1000
verb_say = "chants"
var/obj/machinery/power/emitter/energycannon/magical/our_statue
var/list/mob/living/sleepers = list()
var/never_spoken = TRUE
/obj/structure/table/abductor/wabbajack/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/structure/table/abductor/wabbajack/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/structure/table/abductor/wabbajack/screwdriver_act(mob/living/user, obj/item/tool)
return NONE
/obj/structure/table/abductor/wabbajack/wrench_act(mob/living/user, obj/item/tool)
return NONE
/obj/structure/table/abductor/wabbajack/process()
if(isnull(our_statue))
our_statue = locate() in orange(4, src)
if(isnull(our_statue))
name = "inert [initial(name)]"
return
name = initial(name)
var/turf/T = get_turf(src)
var/list/found = list()
for(var/mob/living/carbon/C in T)
if(C.stat != DEAD)
found += C
// New sleepers
for(var/i in found - sleepers)
var/mob/living/L = i
L.add_atom_colour(COLOR_PURPLE, TEMPORARY_COLOUR_PRIORITY)
L.visible_message(span_revennotice("A strange purple glow wraps itself around [L] as [L.p_they()] suddenly fall[L.p_s()] unconscious."),
span_revendanger("[desc]"))
// Don't let them sit suround unconscious forever
addtimer(CALLBACK(src, PROC_REF(sleeper_dreams), L), 10 SECONDS)
// Existing sleepers
for(var/i in found)
var/mob/living/L = i
L.SetSleeping(200)
// Missing sleepers
for(var/i in sleepers - found)
var/mob/living/L = i
L.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_PURPLE)
L.visible_message("<span class='revennotice'>The glow from [L] fades \
away.</span>")
L.grab_ghost()
sleepers = found
if(sleepers.len)
our_statue.active_tables |= src
if(never_spoken || prob(5))
say(desc)
never_spoken = FALSE
else
our_statue.active_tables -= src
/obj/structure/table/abductor/wabbajack/proc/sleeper_dreams(mob/living/sleeper)
if(sleeper in sleepers)
to_chat(sleeper, span_revennotice("While you slumber, you have the strangest dream, like you can see yourself from the outside."))
sleeper.ghostize(TRUE)
/obj/structure/table/abductor/wabbajack/left
desc = "You sleep so it may wake."
/obj/structure/table/abductor/wabbajack/right
desc = "It wakes so you may sleep."
// Bar staff, GODMODE mobs(as long as they stay in the shuttle) that just want to make sure people have drinks
// and a good time.
/mob/living/basic/drone/snowflake/bardrone
name = "Bardrone"
desc = "A barkeeping drone, a robot built to tend bars."
hacked = TRUE
shy = FALSE
laws = "1. Serve drinks.\n\
2. Talk to patrons.\n\
3. Don't get messed up in their affairs."
unique_name = FALSE // disables the (123) number suffix
initial_language_holder = /datum/language_holder/universal
default_storage = null
/mob/living/basic/drone/snowflake/bardrone/Initialize(mapload)
. = ..()
AddComponentFrom(ROUNDSTART_TRAIT, /datum/component/area_based_godmode, area_type = /area/shuttle/escape, allow_area_subtypes = TRUE)
// Bar table, a wooden table that kicks you in a direction if you're not
// barstaff (defined as someone who was a roundstart bartender or someone
// with CENTCOM_BARSTAFF)
/obj/structure/table/wood/shuttle_bar
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
max_integrity = 1000
var/boot_dir = 1
/obj/structure/table/wood/shuttle_bar/Initialize(mapload, _buildstack)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/structure/table/wood/shuttle_bar/screwdriver_act(mob/living/user, obj/item/tool)
return NONE
/obj/structure/table/wood/shuttle_bar/wrench_act(mob/living/user, obj/item/tool)
return NONE
/obj/structure/table/wood/shuttle_bar/proc/on_entered(datum/source, atom/movable/AM)
SIGNAL_HANDLER
var/mob/living/M = AM
if(istype(M) && !M.incorporeal_move && !is_barstaff(M))
// No climbing on the bar please
var/throwtarget = get_edge_target_turf(src, boot_dir)
M.Paralyze(40)
M.throw_at(throwtarget, 5, 1)
to_chat(M, span_notice("No climbing on the bar please."))
/obj/structure/table/wood/shuttle_bar/proc/is_barstaff(mob/living/user)
. = FALSE
if(ishuman(user))
var/mob/living/carbon/human/human_user = user
if(is_bartender_job(human_user.mind?.assigned_role))
return TRUE
if(istype(user, /mob/living/basic/drone/snowflake/bardrone))
return TRUE
var/obj/item/card/id/ID = user.get_idcard(FALSE)
if(ID && (ACCESS_CENT_BAR in ID.access))
return TRUE
//Luxury Shuttle Blockers
/obj/machinery/scanner_gate/luxury_shuttle
name = "luxury shuttle ticket field"
density = FALSE //allows shuttle airlocks to close, nothing but an approved passenger gets past CanPass
locked = TRUE
use_power = NO_POWER_USE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
speech_span = SPAN_ROBOT
var/threshold = 500
var/static/list/approved_passengers = list()
var/static/list/check_times = list()
var/list/payees = list()
/obj/machinery/scanner_gate/luxury_shuttle/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(mover in approved_passengers)
set_scanline("scanning", 10)
if(isvehicle(mover))
var/obj/vehicle/vehicle = mover
for(var/mob/living/rat in vehicle.occupants)
if(!(rat in approved_passengers))
say("Stowaway detected. Please exit the vehicle first.")
return FALSE
return TRUE
if(isitem(mover))
return TRUE
if(isstructure(mover))
var/obj/structure/struct = mover
for(var/mob/living/rat in struct.contents)
say("Stowaway detected. Please exit the structure first.")
return FALSE
return TRUE
return FALSE
/obj/machinery/scanner_gate/luxury_shuttle/auto_scan(atom/movable/AM)
return
/obj/machinery/scanner_gate/luxury_shuttle/attackby(obj/item/W, mob/user, params)
return
/obj/machinery/scanner_gate/luxury_shuttle/emag_act(mob/user, obj/item/card/emag/emag_card)
return FALSE
#define LUXURY_MESSAGE_COOLDOWN 100
/obj/machinery/scanner_gate/luxury_shuttle/Bumped(atom/movable/AM)
///If the atom entering the gate is a vehicle, we store it here to add to the approved list to enter/leave the scanner gate.
var/obj/vehicle/vehicle
///We store the driver of vehicles separately so that we can add them to the approved list once payment is fully processed.
var/mob/living/driver_holdout
if(!isliving(AM) && !isvehicle(AM))
alarm_beep()
return ..()
var/datum/bank_account/account
if(istype(AM.pulling, /obj/item/card/id))
var/obj/item/card/id/I = AM.pulling
if(I.registered_account)
account = I.registered_account
else if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
to_chat(AM, span_notice("This ID card doesn't have an owner associated with it!"))
check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
else if(isliving(AM))
var/mob/living/L = AM
account = L.get_bank_account()
else if(isvehicle(AM))
vehicle = AM
for(var/passenger in vehicle.occupants)
if(!isliving(passenger))
continue
var/mob/living/rider = passenger
if(vehicle.is_driver(rider))
driver_holdout = rider
var/obj/item/card/id/id = rider.get_idcard(TRUE)
account = id?.registered_account
break
if(account)
if(account.account_balance < threshold - payees[AM])
account.adjust_money(-account.account_balance, "Scanner Gate: Entry Fee")
payees[AM] += account.account_balance
else
var/money_owed = threshold - payees[AM]
account.adjust_money(-money_owed, "Scanner Gate: Partial Entry Fee")
payees[AM] += money_owed
//Here is all the possible paygate payment methods.
var/list/counted_money = list()
for(var/obj/item/coin/C in AM.get_all_contents()) //Coins.
if(payees[AM] >= threshold)
break
payees[AM] += C.value
counted_money += C
for(var/obj/item/stack/spacecash/S in AM.get_all_contents()) //Paper Cash
if(payees[AM] >= threshold)
break
payees[AM] += S.value * S.amount
counted_money += S
for(var/obj/item/holochip/H in AM.get_all_contents()) //Holocredits
if(payees[AM] >= threshold)
break
payees[AM] += H.credits
counted_money += H
if(payees[AM] < threshold && istype(AM.pulling, /obj/item/coin)) //Coins(Pulled).
var/obj/item/coin/C = AM.pulling
payees[AM] += C.value
counted_money += C
else if(payees[AM] < threshold && istype(AM.pulling, /obj/item/stack/spacecash)) //Cash(Pulled).
var/obj/item/stack/spacecash/S = AM.pulling
payees[AM] += S.value * S.amount
counted_money += S
else if(payees[AM] < threshold && istype(AM.pulling, /obj/item/holochip)) //Holocredits(pulled).
var/obj/item/holochip/H = AM.pulling
payees[AM] += H.credits
counted_money += H
if(payees[AM] < threshold) //Suggestions for those with no arms/simple animals.
var/armless
if(!ishuman(AM) && !isslime(AM))
armless = TRUE
else
var/mob/living/carbon/human/H = AM
if(!H.get_bodypart(BODY_ZONE_L_ARM) && !H.get_bodypart(BODY_ZONE_R_ARM))
armless = TRUE
if(armless)
if(!AM.pulling || !iscash(AM.pulling) && !istype(AM.pulling, /obj/item/card/id))
if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
to_chat(AM, span_notice("Try pulling a valid ID, space cash, holochip or coin into \the [src]!"))
check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
if(payees[AM] >= threshold)
for(var/obj/I in counted_money)
qdel(I)
payees[AM] -= threshold
var/change = FALSE
if(payees[AM] > 0)
change = TRUE
var/obj/item/holochip/holocred = new /obj/item/holochip(AM.loc, payees[AM]) //Change is made in holocredits exclusively.
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(!H.put_in_hands(holocred))
AM.pulling = holocred
else
AM.pulling = holocred
payees[AM] -= payees[AM]
say("Welcome to first class, [driver_holdout ? "[driver_holdout]" : "[AM]" ]![change ? " Here is your change." : ""]")
approved_passengers |= AM
if(vehicle)
approved_passengers |= vehicle
if(driver_holdout)
approved_passengers |= driver_holdout
check_times -= AM
return
else if (payees[AM] > 0)
for(var/obj/I in counted_money)
qdel(I)
if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
to_chat(AM, span_notice("[payees[AM]] cr received. You need [threshold-payees[AM]] cr more."))
check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
alarm_beep()
return ..()
else
alarm_beep()
return ..()
/mob/living/basic/bear/fightpit
name = "fight pit bear"
desc = "This bear's trained through ancient Russian secrets to fear the walls of its glass prison."
environment_smash = ENVIRONMENT_SMASH_NONE
/obj/effect/decal/hammerandsickle
name = "hammer and sickle"
desc = "Communism powerful force."
icon = 'icons/effects/96x96.dmi'
icon_state = "communist"
pixel_x = -32
pixel_y = -32
/obj/effect/decal/hammerandsickle/shuttleRotate(rotation)
setDir(angle2dir(rotation+dir2angle(dir))) // No parentcall, rest of the rotate code breaks the pixel offset.
#undef LUXURY_MESSAGE_COOLDOWN