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# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW RATHER THAN AFTER THE FACT. ## About The Pull Request Hey there, This took a while to do, but here's the gist: Python file now regexes every file in `/code` except for those that have some valid reason to be tacking on more global defines. Some of those reasons are simply just that I don't have the time right now (doing what you see in this PR took a few hours) to refactor and parse what should belong and what should be thrown out. For the time being though, this PR will at least _halt_ people making the mistake of not `#undef`ing any files they `#define` "locally", or within the scope of a file. Most people forget to do this and this leads to a lot of mess later on due to how many variables can be unmanaged on the global level. I've made this mistake, you've made this mistake, it's a common thing. Let's automatically check for it so it can be fixed no-stress. Scenarios this PR corrects: * Forgetting to undef a define but undeffing others. * Not undeffing any defines in your file. * Earmarking a define as a "file local" define, but not defining it. * Having a define be a "file local" define, but having it be used elsewhere. * Having a "local" define not even be in the file that it only shows up in. * Having a completely unused define* (* I kept some of these because they seemed important... Others were junked.) ## Why It's Good For The Game If you wanna use it across multiple files, no reason to not make it a global define (maybe there's a few reasons but let's assume that this is the 95% case). Let me know if you don't like how I re-arranged some of the defines and how you'd rather see it be implemented, and I'd be happy to do that. This was mostly just "eh does it need it or not" sorta stuff. I used a pretty cool way to detect if we should use the standardized GitHub "error" output, you can see the results of that here https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792 ## Changelog Nothing that really concerns players. (I fixed up all this stuff using vscode, no regexes beyond what you see in the python script. sorry downstreams)
281 lines
11 KiB
Plaintext
281 lines
11 KiB
Plaintext
/// List of z pillars (datums placed in the bottom left of XbyX squares that control transparency in that space)
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/// The pillars are stored in triple depth lists indexed by (world_size % pillar_size) + 1
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/// They are created at transparent turf request, and deleted when no turfs remain
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GLOBAL_LIST_EMPTY(pillars_by_z)
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#define Z_PILLAR_RADIUS 20
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// Takes a position, transforms it into a z pillar key
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#define Z_PILLAR_TRANSFORM(pos) (ROUND_UP(pos / Z_PILLAR_RADIUS))
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// Takes a z pillar key, hands back the actual posiiton it represents
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// A key of 1 becomes 1, a key of 2 becomes Z_PILLAR_RADIUS + 1, etc.
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#define Z_KEY_TO_POSITION(key) (((key - 1) * Z_PILLAR_RADIUS) + 1)
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/// Returns a z pillar to insert turfs into
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/proc/request_z_pillar(x, y, z)
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var/list/pillars_by_z = GLOB.pillars_by_z
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if(length(pillars_by_z) < z)
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pillars_by_z.len = z
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var/list/our_z = pillars_by_z[z]
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if(!our_z)
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our_z = list()
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pillars_by_z[z] = our_z
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//Now that we've got the z layer sorted, we're gonna check the X line
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var/x_key = Z_PILLAR_TRANSFORM(x)
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if(length(our_z) < x_key)
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our_z.len = x_key
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var/list/our_x = our_z[x_key]
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if(!our_x)
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our_x = list()
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our_z[x_key] = our_x
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//And now the y layer
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var/y_key = Z_PILLAR_TRANSFORM(y)
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if(length(our_x) < y_key)
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our_x.len = y_key
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var/datum/z_pillar/our_lad = our_x[y_key]
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if(!our_lad)
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our_lad = new(x_key, y_key, z)
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our_x[y_key] = our_lad
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return our_lad
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/// Exists to be placed on the turf of walls and such to hold the vis_contents of the tile below
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/// Otherwise the lower turf might get shifted around, which is dumb. do this instead.
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/obj/effect/abstract/z_holder
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var/datum/z_pillar/pillar
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var/turf/show_for
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appearance_flags = PIXEL_SCALE
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plane = HUD_PLANE
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anchored = TRUE
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move_resist = INFINITY
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/abstract/z_holder/Destroy()
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if(pillar)
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pillar.drawing_object -= show_for
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pillar = null
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show_for = null
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return ..()
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/obj/effect/abstract/z_holder/proc/display(turf/display, datum/z_pillar/behalf_of)
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if(pillar)
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CRASH("We attempted to use a z holder to display when it was already in use, what'd you do")
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pillar = behalf_of
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show_for = display
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vis_contents += display
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behalf_of.drawing_object[display] = src
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/// Grouping datum that manages transparency for a block of space
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/// Setup to ease debugging, and to make add/remove operations cheaper
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/datum/z_pillar
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var/x_pos
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var/y_pos
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var/z_pos
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/// Assoc list in the form displayed turf -> list of sources
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var/list/turf_sources = list()
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/// Assoc list of turfs using z holders in the form displayed turf -> z holder
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var/list/drawing_object = list()
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/datum/z_pillar/New(x_pos, y_pos, z_pos)
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. = ..()
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src.x_pos = x_pos
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src.y_pos = y_pos
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src.z_pos = z_pos
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/datum/z_pillar/Destroy()
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GLOB.pillars_by_z[z_pos][x_pos][y_pos] = null
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// Just to be totally clear, this is code that exists to
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// A: make sure cleanup is actually possible for this datum, just in case someone goes insane
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// B: allow for easier debugging and making sure everything behaves as expected when fully removed
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// It is not meant to be relied on, please don't actually it's not very fast
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for(var/turf/displaying in turf_sources)
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for(var/turf/displaying_for in turf_sources[displaying])
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hide_turf(displaying, displaying_for)
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return ..()
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/// Displays a turf from the z level below us on our level
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/datum/z_pillar/proc/display_turf(turf/to_display, turf/source)
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var/list/sources = turf_sources[to_display]
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if(sources) // If we aren't the first to request this turf, return
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sources |= source
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var/obj/effect/abstract/z_holder/holding = drawing_object[to_display]
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if(!holding)
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return
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var/turf/visual_target = to_display.above()
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/// Basically, if we used to be under a non transparent turf, but are no longer in that position
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/// Then we add to the transparent turf we're now under, and nuke the old object
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if(!istransparentturf(visual_target))
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return
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holding.vis_contents -= to_display
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qdel(holding)
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drawing_object -= to_display
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visual_target.vis_contents += to_display
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return
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// Otherwise, we need to create a new set of sources. let's do that yeah?
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sources = list()
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turf_sources[to_display] = sources
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sources |= source
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var/turf/visual_target = to_display.above()
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if(istransparentturf(visual_target) || isopenspaceturf(visual_target))
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visual_target.vis_contents += to_display
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else
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var/obj/effect/abstract/z_holder/hold_this = new(visual_target)
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hold_this.display(to_display, src)
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/// Hides an existing turf from our vis_contents, or the vis_contents of the source if applicable
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/datum/z_pillar/proc/hide_turf(turf/to_hide, turf/source)
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var/list/sources = turf_sources[to_hide]
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if(!sources)
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return
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sources -= source
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// More sources remain
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if(length(sources))
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return
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turf_sources -= to_hide
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var/obj/effect/abstract/z_holder/holding = drawing_object[to_hide]
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if(holding)
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qdel(holding)
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else
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var/turf/visual_target = to_hide.above()
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visual_target.vis_contents -= to_hide
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if(!length(turf_sources) && !QDELETED(src))
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qdel(src)
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/// Called when a transparent turf is cleared. We wait a tick, then check to see what
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/// Kind of turf replaced our former holder, and resetup our visuals as desired
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/// We do not need to do this for non transparent holders, because they will have their abstract object cleared
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/// When a transparent holder comes back.
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/datum/z_pillar/proc/parent_cleared(turf/visual, turf/current_holder)
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addtimer(CALLBACK(src, PROC_REF(refresh_orphan), visual, current_holder))
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/// Runs the actual refresh of some formerly orphaned via vis_loc deletiong turf
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/// We'll only reup if we either have no souece, or if the source is a transparent turf
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/datum/z_pillar/proc/refresh_orphan(turf/orphan, turf/parent)
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var/list/sources = turf_sources[orphan]
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if(!length(sources))
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return
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var/obj/effect/abstract/z_holder/holding = drawing_object[orphan]
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if(holding)
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return
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if(istransparentturf(parent) || isopenspaceturf(parent))
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parent.vis_contents += orphan
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else
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var/obj/effect/abstract/z_holder/hold_this = new(parent)
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hold_this.display(orphan, src)
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/datum/element/turf_z_transparency
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element_flags = ELEMENT_DETACH_ON_HOST_DESTROY
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///This proc sets up the signals to handle updating viscontents when turfs above/below update. Handle plane and layer here too so that they don't cover other obs/turfs in Dream Maker
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/datum/element/turf_z_transparency/Attach(datum/target, mapload)
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. = ..()
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if(!isturf(target))
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return ELEMENT_INCOMPATIBLE
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var/turf/our_turf = target
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RegisterSignal(target, COMSIG_TURF_MULTIZ_DEL, PROC_REF(on_multiz_turf_del))
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RegisterSignal(target, COMSIG_TURF_MULTIZ_NEW, PROC_REF(on_multiz_turf_new))
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ADD_TRAIT(our_turf, TURF_Z_TRANSPARENT_TRAIT, ELEMENT_TRAIT(type))
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if(!mapload)
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update_multi_z(our_turf)
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/datum/element/turf_z_transparency/Detach(datum/source)
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. = ..()
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var/turf/our_turf = source
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clear_multiz(our_turf)
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UnregisterSignal(our_turf, list(COMSIG_TURF_MULTIZ_NEW, COMSIG_TURF_MULTIZ_DEL))
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REMOVE_TRAIT(our_turf, TURF_Z_TRANSPARENT_TRAIT, ELEMENT_TRAIT(type))
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///Updates the viscontents or underlays below this tile.
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/datum/element/turf_z_transparency/proc/update_multi_z(turf/our_turf)
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var/turf/below_turf = our_turf.below()
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if(below_turf) // If we actually have something below us, display it.
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for(var/turf/partner in range(1, below_turf))
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// We use our z here to ensure the pillar is actually on our level
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var/datum/z_pillar/z_boss = request_z_pillar(partner.x, partner.y, our_turf.z)
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z_boss.display_turf(partner, our_turf)
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else
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our_turf.underlays += get_baseturf_underlay(our_turf)
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// This shit is stupid
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// z transparency is for making something SHOW WHAT'S BENEATH it, or if nothing is, show
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// the appropriate underlay
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// IT IS NOT FOR MAKING YOUR CLOSED TURF SEETHROUGH
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// these are different concerns, and should not be HANDLED TOGETHER
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// similarly, if you rip this out, rework diagonal closed turfs to work with this system
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// it will make them look significantly nicer, and should let you tie into their logic more easily
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// Just please don't break behavior yeah? thanks, I love you <3
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if(isclosedturf(our_turf)) //Show girders below closed turfs
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var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', "girder", layer = TURF_LAYER-0.01)
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girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays += girder_underlay
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var/mutable_appearance/plating_underlay = mutable_appearance('icons/turf/floors.dmi', "plating", layer = TURF_LAYER-0.02)
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plating_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays += plating_underlay
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return TRUE
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/datum/element/turf_z_transparency/proc/clear_multiz(turf/our_turf)
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var/turf/below_turf = our_turf.below()
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if(below_turf) // If we actually have something below us, we need to clear ourselves from it
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for(var/turf/partner in range(1, below_turf))
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// We use our z here to ensure the pillar is actually on our level
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var/datum/z_pillar/z_boss = request_z_pillar(partner.x, partner.y, our_turf.z)
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z_boss.hide_turf(partner, our_turf)
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if(partner == below_turf)
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z_boss.parent_cleared(below_turf, our_turf)
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else
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our_turf.underlays -= get_baseturf_underlay(our_turf)
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if(isclosedturf(our_turf)) //Show girders below closed turfs
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var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', "girder", layer = TURF_LAYER-0.01)
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girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays -= girder_underlay
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var/mutable_appearance/plating_underlay = mutable_appearance('icons/turf/floors.dmi', "plating", layer = TURF_LAYER-0.02)
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plating_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays -= plating_underlay
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/datum/element/turf_z_transparency/proc/on_multiz_turf_del(turf/our_turf, turf/below_turf, dir)
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SIGNAL_HANDLER
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if(dir != DOWN)
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return
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update_multi_z(our_turf)
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/datum/element/turf_z_transparency/proc/on_multiz_turf_new(turf/our_turf, turf/below_turf, dir)
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SIGNAL_HANDLER
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if(dir != DOWN)
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return
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update_multi_z(our_turf)
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///Called when there is no real turf below this turf
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/datum/element/turf_z_transparency/proc/get_baseturf_underlay(turf/our_turf)
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var/turf/path = SSmapping.level_trait(our_turf.z, ZTRAIT_BASETURF) || /turf/open/space
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if(!ispath(path))
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path = text2path(path)
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if(!ispath(path))
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warning("Z-level [our_turf.z] has invalid baseturf '[SSmapping.level_trait(our_turf.z, ZTRAIT_BASETURF)]'")
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path = /turf/open/space
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var/mutable_appearance/underlay_appearance = mutable_appearance(initial(path.icon), initial(path.icon_state), layer = TURF_LAYER-0.02, offset_spokesman = our_turf, plane = PLANE_SPACE)
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underlay_appearance.appearance_flags = RESET_ALPHA | RESET_COLOR
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return underlay_appearance
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#undef Z_PILLAR_RADIUS
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#undef Z_PILLAR_TRANSFORM
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#undef Z_KEY_TO_POSITION
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