Files
Bubberstation/code/game/objects/structures/fluff.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

331 lines
9.8 KiB
Plaintext

/**
* # Fluff structure
*
* Fluff structures serve no purpose and exist only for enriching the environment. By default, they can be deconstructed with a wrench.
*/
/obj/structure/fluff
name = "fluff structure"
desc = "Fluffier than a sheep. This shouldn't exist."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "minibar"
anchored = TRUE
density = FALSE
opacity = FALSE
///If true, the structure can be deconstructed into a metal sheet with a wrench.
var/deconstructible = TRUE
/obj/structure/fluff/attackby(obj/item/I, mob/living/user, params)
if(I.tool_behaviour == TOOL_WRENCH && deconstructible)
user.visible_message(span_notice("[user] starts disassembling [src]..."), span_notice("You start disassembling [src]..."))
I.play_tool_sound(src)
if(I.use_tool(src, user, 50))
user.visible_message(span_notice("[user] disassembles [src]!"), span_notice("You break down [src] into scrap metal."))
playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE)
new/obj/item/stack/sheet/iron(drop_location())
qdel(src)
return
..()
/**
* Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
*/
/obj/structure/fluff/empty_terrarium
name = "empty terrarium"
desc = "An ancient machine that seems to be used for storing plant matter. Its hatch is ajar."
icon = 'icons/obj/mining_zones/spawners.dmi'
icon_state = "terrarium_open"
density = TRUE
/**
* Empty sleepers are created by a good few ghost roles in lavaland.
*/
/obj/structure/fluff/empty_sleeper
name = "empty sleeper"
desc = "An open sleeper. It looks as though it would be awaiting another patient, were it not broken."
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper-open"
/obj/structure/fluff/empty_sleeper/nanotrasen
name = "broken hypersleep chamber"
desc = "A Nanotrasen hypersleep chamber - this one appears broken. \
There are exposed bolts for easy disassembly using a wrench."
icon_state = "sleeper-o"
/obj/structure/fluff/empty_sleeper/syndicate
icon_state = "sleeper_s-open"
/**
* Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated.
*/
/obj/structure/fluff/empty_cryostasis_sleeper
name = "empty cryostasis sleeper"
desc = "Although comfortable, this sleeper won't function as anything but a bed ever again."
icon = 'icons/obj/mining_zones/spawners.dmi'
icon_state = "cryostasis_sleeper_open"
/**
* Ash drake status spawn on either side of the necropolis gate in lavaland.
*/
/obj/structure/fluff/drake_statue
name = "drake statue"
desc = "A towering basalt sculpture of a proud and regal drake. Its eyes are six glowing gemstones."
icon = 'icons/effects/64x64.dmi'
icon_state = "drake_statue"
pixel_x = -16
maptext_height = 64
maptext_width = 64
density = TRUE
deconstructible = FALSE
layer = EDGED_TURF_LAYER
/**
* shower drain placed usually under showers just so it looks like something picks the water up.
*/
/obj/structure/fluff/shower_drain
name = "shower drain"
desc = "Ew, I think I see a hairball."
icon = 'icons/obj/mining_zones/survival_pod.dmi'
icon_state = "fan_tiny"
plane = FLOOR_PLANE
layer = ABOVE_OPEN_TURF_LAYER
/**
* A variety of statue in disrepair; parts are broken off and a gemstone is missing
*/
/obj/structure/fluff/drake_statue/falling
desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off."
icon_state = "drake_statue_falling"
/obj/structure/fluff/bus
name = "bus"
desc = "GO TO SCHOOL. READ A BOOK."
icon = 'icons/obj/fluff/bus.dmi'
icon_state = null
density = TRUE
anchored = TRUE
deconstructible = FALSE
/obj/structure/fluff/bus/dense
name = "bus"
icon_state = "backwall"
/obj/structure/fluff/bus/passable
name = "bus"
icon_state = "frontwalltop"
density = FALSE
layer = ABOVE_ALL_MOB_LAYER //except for the stairs tile, which should be set to OBJ_LAYER aka 3.
plane = ABOVE_GAME_PLANE
/obj/structure/fluff/bus/passable/seat
name = "seat"
desc = "Buckle up! ...What do you mean, there's no seatbelts?!"
icon_state = "backseat"
pixel_y = 17
layer = OBJ_LAYER
plane = GAME_PLANE
/obj/structure/fluff/bus/passable/seat/driver
name = "driver's seat"
desc = "Space Jesus is my copilot."
icon_state = "driverseat"
/obj/structure/fluff/bus/passable/seat/driver/attack_hand(mob/user, list/modifiers)
playsound(src, 'sound/items/carhorn.ogg', 50, TRUE)
. = ..()
/obj/structure/fluff/paper
name = "dense lining of papers"
desc = "A lining of paper scattered across the bottom of a wall."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "paper"
deconstructible = FALSE
/obj/structure/fluff/paper/corner
icon_state = "papercorner"
/obj/structure/fluff/paper/stack
name = "dense stack of papers"
desc = "A stack of various papers, childish scribbles scattered across each page."
icon_state = "paperstack"
/obj/structure/fluff/divine
name = "Miracle"
icon = 'icons/obj/service/hand_of_god_structures.dmi'
icon_state = "error"
anchored = TRUE
density = TRUE
/obj/structure/fluff/divine/nexus
name = "nexus"
desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
icon_state = "nexus"
/obj/structure/fluff/divine/conduit
name = "conduit"
desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
icon_state = "conduit"
/obj/structure/fluff/divine/convertaltar
name = "conversion altar"
desc = "An altar dedicated to a deity."
icon_state = "convertaltar"
density = FALSE
can_buckle = 1
/obj/structure/fluff/divine/powerpylon
name = "power pylon"
desc = "A pylon which increases the deity's rate it can influence the world."
icon_state = "powerpylon"
can_buckle = 1
/obj/structure/fluff/divine/defensepylon
name = "defense pylon"
desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
icon_state = "defensepylon"
/obj/structure/fluff/divine/shrine
name = "shrine"
desc = "A shrine dedicated to a deity."
icon_state = "shrine"
/obj/structure/fluff/fokoff_sign
name = "crude sign"
desc = "A crudely-made sign with the words 'fok of' written in some sort of red paint."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "fokof"
/obj/structure/fluff/big_chain
name = "giant chain"
desc = "A towering link of chains leading up to the ceiling."
icon = 'icons/effects/32x96.dmi'
icon_state = "chain"
anchored = TRUE
density = TRUE
deconstructible = FALSE
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
/obj/structure/fluff/beach_towel
name = "beach towel"
desc = "A towel decorated in various beach-themed designs."
icon = 'icons/obj/railings.dmi'
icon_state = "railing"
density = FALSE
anchored = TRUE
deconstructible = FALSE
/obj/structure/fluff/beach_umbrella
name = "beach umbrella"
desc = "A fancy umbrella designed to keep the sun off beach-goers."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "brella"
density = FALSE
anchored = TRUE
deconstructible = FALSE
/obj/structure/fluff/beach_umbrella/security
icon_state = "hos_brella"
/obj/structure/fluff/beach_umbrella/science
icon_state = "rd_brella"
/obj/structure/fluff/beach_umbrella/engine
icon_state = "ce_brella"
/obj/structure/fluff/beach_umbrella/cap
icon_state = "cap_brella"
/obj/structure/fluff/beach_umbrella/syndi
icon_state = "syndi_brella"
/obj/structure/fluff/clockwork
name = "Clockwork Fluff"
icon = 'icons/obj/fluff/general.dmi'
icon_state = "error"
deconstructible = FALSE
/obj/structure/fluff/clockwork/alloy_shards
name = "replicant alloy shards"
desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
icon_state = "alloy_shards"
/obj/structure/fluff/clockwork/alloy_shards/small
icon_state = "shard_small1"
/obj/structure/fluff/clockwork/alloy_shards/medium
icon_state = "shard_medium1"
/obj/structure/fluff/clockwork/alloy_shards/medium_gearbit
icon_state = "gear_bit1"
/obj/structure/fluff/clockwork/alloy_shards/large
icon_state = "shard_large1"
/obj/structure/fluff/clockwork/blind_eye
name = "blind eye"
desc = "A heavy brass eye, its red iris fallen dark."
icon_state = "blind_eye"
/obj/structure/fluff/clockwork/fallen_armor
name = "fallen armor"
desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
icon_state = "fallen_armor"
/obj/structure/fluff/clockwork/clockgolem_remains
name = "clockwork golem scrap"
desc = "A pile of scrap metal. It seems damaged beyond repair."
icon_state = "clockgolem_dead"
/obj/structure/fluff/tram_rail
name = "tram rail"
desc = "Great for trams, not so great for skating."
icon = 'icons/obj/tram/tram_rails.dmi'
icon_state = "rail"
layer = TRAM_RAIL_LAYER
plane = FLOOR_PLANE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
deconstructible = FALSE
/obj/structure/fluff/tram_rail/floor
name = "tram rail protective cover"
icon_state = "rail_floor"
/obj/structure/fluff/tram_rail/end
icon_state = "railend"
/obj/structure/fluff/tram_rail/electric
desc = "Great for trams, not so great for skating. This one is a power rail."
/obj/structure/fluff/tram_rail/anchor
name = "tram rail anchor"
icon_state = "anchor"
/obj/structure/fluff/tram_rail/electric/anchor
name = "tram rail anchor"
icon_state = "anchor"
/obj/structure/fluff/tram_rail/electric/attack_hand(mob/living/user, list/modifiers)
if(user.electrocute_act(75, src))
do_sparks(5, TRUE, src)
/obj/structure/fluff/broken_canister_frame
name = "broken canister frame"
desc = "A torn apart canister. It looks like some metal can be salvaged with a wrench."
icon_state = "broken_canister"
anchored = FALSE
density = TRUE
deconstructible = TRUE
/obj/structure/fluff/wallsign
name = "direction sign"
desc = "Now, where to go?"
density = FALSE
icon = 'icons/obj/fluff/general.dmi'
icon_state = "wallsign"
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fluff/wallsign, 32)