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## About The Pull Request Vents/scrubbers look a bit weird as their pipes still go above catwalks/glass floors but I need my stuff from #89702 and it should be atomized from this PR. Closes #87022 Closes #88823 ## Changelog 🆑 fix: Fixed spiderwebs, alien weeds, kudzu, and other stuff layering below catwalks and glass floors /🆑
107 lines
3.5 KiB
Plaintext
107 lines
3.5 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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///Will hiding the object tilt the tile it is beneath?
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var/tilt_tile
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/datum/element/undertile/Attach(datum/target, invisibility_trait, invisibility_level = INVISIBILITY_MAXIMUM, tile_overlay, use_alpha = TRUE, use_anchor = FALSE, tilt_tile = 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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src.tilt_tile = tilt_tile
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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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// We only want to change the layer/plane for things that aren't already on the floor plane,
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// as overriding the settings for those would cause layering issues
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if(PLANE_TO_TRUE(source.plane) != FLOOR_PLANE)
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// 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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SET_PLANE_IMPLICIT(source, FLOOR_PLANE)
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source.layer = BELOW_CATWALK_LAYER
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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(tilt_tile)
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T.transform = T.transform.Turn(2)
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T.layer = (T.layer + 0.1) // prettier
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T.appearance_flags |= PIXEL_SCALE
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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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source.layer = initial(source.layer)
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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(tilt_tile)
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T.transform = matrix()
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T.layer = initial(T.layer)
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T.appearance_flags &= PIXEL_SCALE
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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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SEND_SIGNAL(source, COMSIG_UNDERTILE_UPDATED)
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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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