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https://github.com/Bubberstation/Bubberstation.git
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23bfdec8f4
About The Pull Request I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.) This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering. I'll do my best to keep this compact, but there's only so much I can do. Sorry brother. Core idea OK: first thing. vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc. This is bad. But how to do better? It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly. We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed. But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect. Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on). That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly. Everything else is just gravy. About the Plane Cube Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane. We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live. As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well. Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you. About Plane Master Groups BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc) Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc. So we need to maintain a mirror of each plane for every map we have open. This was quite messy, so I've refactored it (and maps too) to be a bit more modular. Rather then storing a list of plane masters, we store a list of plane master group datums. Each datum is in charge of the plane masters for its particular map, both creating them, and managing them. Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to. Much better then the hardcoded pattern we used to use. So much duplicated code man. Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers. image In addition, I've added a debug ui for plane masters. It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays. It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live. In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc. It also comes with an info dump about the ui, and plane masters/relays in general. Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible. See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md. "Landing" planes Ok so I've explained the backend, but how do we actually land planes properly? Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use. This is just a lot of gruntwork, but it's occasionally more complex. Sometimes we need to cache a list of z layer -> effect, and then use that. Also a LOT of updating on z move. So much z move shit. Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags. This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday I also need to update mob overlays on move. I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order. The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet. It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point. Behavior changes We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it. So instead we display the other side as a ui element. It's worse, but not that bad. Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior. The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane. I don't really care, but it should be fixable, I think, given elbow grease. Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think. Why It's Good For The Game <visual candy> Fixes #65800 Fixes #68461 Changelog cl refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb /cl
554 lines
25 KiB
Plaintext
554 lines
25 KiB
Plaintext
// I hate this place
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INITIALIZE_IMMEDIATE(/atom/movable/screen/plane_master)
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/atom/movable/screen/plane_master
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screen_loc = "CENTER"
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icon_state = "blank"
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appearance_flags = PLANE_MASTER
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blend_mode = BLEND_OVERLAY
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plane = LOWEST_EVER_PLANE
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/// Will be sent to the debug ui as a description for each plane
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/// Also useful as a place to explain to coders how/why your plane works, and what it's meant to do
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/// Plaintext and basic html are fine to use here.
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/// I'll bonk you if I find you putting "lmao stuff" in here, make this useful.
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var/documentation = ""
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/// Our real alpha value, so alpha can persist through being hidden/shown
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var/true_alpha = 255
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/// Tracks if we're using our true alpha, or being manipulated in some other way
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var/alpha_enabled = TRUE
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/// The plane master group we're a member of, our "home"
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var/datum/plane_master_group/home
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/// If our plane master allows for offsetting
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/// Mostly used for planes that really don't need to be duplicated, like the hud planes
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var/allows_offsetting = TRUE
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/// Our offset from our "true" plane, see below
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var/offset
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/// When rendering multiz, lower levels get their own set of plane masters
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/// Real plane here represents the "true" plane value of something, ignoring the offset required to handle lower levels
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var/real_plane
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//--rendering relay vars--
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/// list of planes we will relay this plane's render to
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var/list/render_relay_planes = list(RENDER_PLANE_GAME)
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/// blend mode to apply to the render relay in case you dont want to use the plane_masters blend_mode
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var/blend_mode_override
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/// list of current relays this plane is utilizing to render
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var/list/atom/movable/render_plane_relay/relays = list()
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/// if render relays have already be generated
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var/relays_generated = FALSE
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/// If this plane master should be hidden from the player at roundstart
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/// We do this so PMs can opt into being temporary, to reduce load on clients
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var/start_hidden = FALSE
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/// If this plane master is being forced to hide.
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/// Hidden PMs will dump ANYTHING relayed or drawn onto them. Be careful with this
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/// Remember: a hidden plane master will dump anything drawn directly to it onto the output render. It does NOT hide its contents
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/// Use alpha for that
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var/force_hidden = FALSE
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/// If this plane should be scaled by multiz
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/// Planes with this set should NEVER be relay'd into each other, as that will cause visual fuck
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var/multiz_scaled = TRUE
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/atom/movable/screen/plane_master/Initialize(mapload, datum/plane_master_group/home, offset = 0)
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. = ..()
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src.offset = offset
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true_alpha = alpha
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real_plane = plane
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if(!set_home(home))
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return INITIALIZE_HINT_QDEL
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update_offset()
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if(!documentation && !(istype(src, /atom/movable/screen/plane_master) || istype(src, /atom/movable/screen/plane_master/rendering_plate)))
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stack_trace("Plane master created without a description. Document how your thing works so people will know in future, and we can display it in the debug menu")
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if(start_hidden)
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hide_plane(home.our_hud?.mymob)
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generate_render_relays()
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/atom/movable/screen/plane_master/Destroy()
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if(home)
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// NOTE! We do not clear ourselves from client screens
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// We relay on whoever qdel'd us to reset our hud, and properly purge us
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home.plane_masters -= "[plane]"
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home = null
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. = ..()
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QDEL_LIST(relays)
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/// Sets the plane group that owns us, it also determines what screen we render to
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/// Returns FALSE if the set_home fails, TRUE otherwise
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/atom/movable/screen/plane_master/proc/set_home(datum/plane_master_group/home)
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if(!istype(home, /datum/plane_master_group))
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return FALSE
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src.home = home
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if(home.map)
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screen_loc = "[home.map]:[screen_loc]"
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assigned_map = home.map
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return TRUE
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/// Updates our "offset", basically what layer of multiz we're meant to render
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/// Top is 0, goes up as you go down
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/// It's taken into account by render targets and relays, so we gotta make sure they're on the same page
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/atom/movable/screen/plane_master/proc/update_offset()
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name = "[initial(name)] #[offset]"
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SET_PLANE_W_SCALAR(src, real_plane, offset)
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for(var/i in 1 to length(render_relay_planes))
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render_relay_planes[i] = GET_NEW_PLANE(render_relay_planes[i], offset)
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if(initial(render_target))
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render_target = OFFSET_RENDER_TARGET(initial(render_target), offset)
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/atom/movable/screen/plane_master/proc/set_alpha(new_alpha)
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true_alpha = new_alpha
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if(!alpha_enabled)
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return
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alpha = new_alpha
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/atom/movable/screen/plane_master/proc/disable_alpha()
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alpha_enabled = FALSE
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alpha = 0
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/atom/movable/screen/plane_master/proc/enable_alpha()
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alpha_enabled = TRUE
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alpha = true_alpha
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/// Shows a plane master to the passed in mob
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/// Override this to apply unique effects and such
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/// Returns TRUE if the call is allowed, FALSE otherwise
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/atom/movable/screen/plane_master/proc/show_to(mob/mymob)
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SHOULD_CALL_PARENT(TRUE)
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if(force_hidden)
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return FALSE
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var/client/our_client = mymob?.client
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if(!our_client)
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return TRUE
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our_client.screen += src
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our_client.screen += relays
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return TRUE
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/// Hides a plane master from the passeed in mob
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/// Do your effect cleanup here
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/atom/movable/screen/plane_master/proc/hide_from(mob/oldmob)
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SHOULD_CALL_PARENT(TRUE)
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var/client/their_client = oldmob?.client
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if(!their_client)
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return
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their_client.screen -= src
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their_client.screen -= relays
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/// Forces this plane master to hide, until unhide_plane is called
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/// This allows us to disable unused PMs without breaking anything else
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/atom/movable/screen/plane_master/proc/hide_plane(mob/cast_away)
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force_hidden = TRUE
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hide_from(cast_away)
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/// Disables any forced hiding, allows the plane master to be used as normal
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/atom/movable/screen/plane_master/proc/unhide_plane(mob/enfold)
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force_hidden = FALSE
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show_to(enfold)
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/// Mirrors our force hidden state to the hidden state of the plane that came before, assuming it's valid
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/// This allows us to mirror any hidden sets from before we were created, no matter how low that chance is
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/atom/movable/screen/plane_master/proc/mirror_parent_hidden()
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var/mob/our_mob = home?.our_hud?.mymob
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var/atom/movable/screen/plane_master/true_plane = our_mob?.hud_used.get_plane_master(plane)
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if(true_plane == src || !true_plane)
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return
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if(true_plane.force_hidden == force_hidden)
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return
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// If one of us already exists and it's not hidden, unhide ourselves
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if(true_plane.force_hidden)
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hide_plane(our_mob)
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else
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unhide_plane(our_mob)
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/atom/movable/screen/plane_master/clickcatcher
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name = "Click Catcher"
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documentation = "Contains the screen object we use as a backdrop to catch clicks on portions of the screen that would otherwise contain nothing else. \
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<br>Will always be below almost everything else"
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plane = CLICKCATCHER_PLANE
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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multiz_scaled = FALSE
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/atom/movable/screen/plane_master/clickcatcher/Initialize(mapload, datum/plane_master_group/home, offset)
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. = ..()
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RegisterSignal(SSmapping, COMSIG_PLANE_OFFSET_INCREASE, .proc/offset_increased)
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offset_increased(SSmapping, 0, SSmapping.max_plane_offset)
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/atom/movable/screen/plane_master/clickcatcher/proc/offset_increased(datum/source, old_off, new_off)
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SIGNAL_HANDLER
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// We only want need the lowest level
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// If my system better supported changing PM plane values mid op I'd do that, but I do NOT so
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if(new_off > offset)
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hide_plane(home?.our_hud?.mymob)
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/atom/movable/screen/plane_master/parallax_white
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name = "Parallax whitifier"
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documentation = "Essentially a backdrop for the parallax plane. We're rendered just below it, so we'll be multiplied by its well, parallax.\
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<br>If you want something to look as if it has parallax on it, draw it to this plane."
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plane = PLANE_SPACE
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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///Contains space parallax
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/atom/movable/screen/plane_master/parallax
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name = "Parallax"
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documentation = "Contains parallax, or to be more exact the screen objects that hold parallax.\
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<br>Note the BLEND_MULTIPLY. The trick here is how low our plane value is. Because of that, we draw below almost everything in the game.\
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<br>We abuse this to ensure we multiply against the Parallax whitifier plane, or space's plane. It's set to full white, so when you do the multiply you just get parallax out where it well, makes sense to be.\
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<br>Also notice that the parent parallax plane is mirrored down to all children. We want to support viewing parallax across all z levels at once."
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plane = PLANE_SPACE_PARALLAX
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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blend_mode = BLEND_MULTIPLY
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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multiz_scaled = FALSE
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/atom/movable/screen/plane_master/parallax/Initialize(mapload, datum/plane_master_group/home, offset)
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. = ..()
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if(offset != 0)
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// You aren't the source? don't change yourself
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return
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RegisterSignal(SSmapping, COMSIG_PLANE_OFFSET_INCREASE, .proc/on_offset_increase)
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offset_increase(0, SSmapping.max_plane_offset)
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/atom/movable/screen/plane_master/parallax/proc/on_offset_increase(datum/source, old_offset, new_offset)
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SIGNAL_HANDLER
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offset_increase(old_offset, new_offset)
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/atom/movable/screen/plane_master/parallax/proc/offset_increase(old_offset, new_offset)
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// Parallax will be mirrored down to any new planes that are added, so it will properly render across mirage borders
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for(var/offset in old_offset to new_offset)
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if(offset != 0)
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// Overlay so we don't multiply twice, and thus fuck up our rendering
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add_relay_to(GET_NEW_PLANE(plane, offset), BLEND_OVERLAY)
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/atom/movable/screen/plane_master/gravpulse
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name = "Gravpulse"
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documentation = "Ok so this one's fun. Basically, we want to be able to distort the game plane when a grav annom is around.\
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<br>So we draw the pattern we want to use to this plane, and it's then used as a render target by a distortion filter on the game plane.\
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<br>Note the blend mode and lack of relay targets. This plane exists only to distort, it's never rendered anywhere."
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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plane = GRAVITY_PULSE_PLANE
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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blend_mode = BLEND_ADD
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render_target = GRAVITY_PULSE_RENDER_TARGET
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render_relay_planes = list()
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///Contains just the floor
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/atom/movable/screen/plane_master/floor
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name = "Floor"
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documentation = "The well, floor. This is mostly used as a sorting mechanism, but it also lets us create a \"border\" around the game world plane, so its drop shadow will actually work."
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plane = FLOOR_PLANE
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/atom/movable/screen/plane_master/game
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name = "Lower game world"
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documentation = "Exists mostly because of FOV shit. Basically, if you've just got a normal not ABOVE fov thing, and you don't want it masked, stick it here yeah?"
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plane = GAME_PLANE
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render_relay_planes = list(RENDER_PLANE_GAME_WORLD)
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/atom/movable/screen/plane_master/game_world_fov_hidden
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name = "lower game world fov hidden"
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documentation = "If you want something to be hidden by fov, stick it on this plane. We're masked by the fov blocker plane, so the items on us can actually well, disappear."
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plane = GAME_PLANE_FOV_HIDDEN
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render_relay_planes = list(RENDER_PLANE_GAME_WORLD)
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/atom/movable/screen/plane_master/game_world_fov_hidden/Initialize(mapload)
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. = ..()
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add_filter("vision_cone", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(FIELD_OF_VISION_BLOCKER_RENDER_TARGET, offset), flags = MASK_INVERSE))
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/atom/movable/screen/plane_master/field_of_vision_blocker
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name = "Field of vision blocker"
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documentation = "This is one of those planes that's only used as a filter. It masks out things that want to be hidden by fov.\
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<br>Literally just contains FOV images, or masks."
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plane = FIELD_OF_VISION_BLOCKER_PLANE
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appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
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render_target = FIELD_OF_VISION_BLOCKER_RENDER_TARGET
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_relay_planes = list()
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// We do NOT allow offsetting, because there's no case where you would want to block only one layer, at least currently
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allows_offsetting = FALSE
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start_hidden = TRUE
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// We mark as multiz_scaled FALSE so transforms don't effect us, and we draw to the planes below us as if they were us.
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// This is safe because we will ALWAYS be on the top z layer, so it DON'T MATTER
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multiz_scaled = FALSE
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/atom/movable/screen/plane_master/field_of_vision_blocker/Initialize(mapload, datum/plane_master_group/home, offset)
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. = ..()
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mirror_parent_hidden()
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/atom/movable/screen/plane_master/game_world_upper
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name = "Upper game world"
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documentation = "Ok so fov is kinda fucky, because planes in byond serve both as effect groupings and as rendering orderers. Since that's true, we need a plane that we can stick stuff that draws above fov blocked stuff on."
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plane = GAME_PLANE_UPPER
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render_relay_planes = list(RENDER_PLANE_GAME_WORLD)
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/atom/movable/screen/plane_master/game_world_upper_fov_hidden
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name = "Upper game world fov hidden"
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documentation = "Just as we need a place to draw things \"above\" the hidden fov plane, we also need to be able to hide stuff that draws over the upper game plane."
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plane = GAME_PLANE_UPPER_FOV_HIDDEN
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render_relay_planes = list(RENDER_PLANE_GAME_WORLD)
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/atom/movable/screen/plane_master/game_world_upper_fov_hidden/Initialize()
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. = ..()
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// Dupe of the other hidden plane
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add_filter("vision_cone", 1, alpha_mask_filter(render_source = OFFSET_RENDER_TARGET(FIELD_OF_VISION_BLOCKER_RENDER_TARGET, offset), flags = MASK_INVERSE))
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/atom/movable/screen/plane_master/seethrough
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name = "Seethrough"
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documentation = "Holds the seethrough versions (done using image overrides) of large objects. Mouse transparent, so you can click through them."
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plane = SEETHROUGH_PLANE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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render_relay_planes = list(GAME_PLANE)
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start_hidden = TRUE
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/atom/movable/screen/plane_master/game_world_above
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name = "Above game world"
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documentation = "We need a place that's unmasked by fov that also draws above the upper game world fov hidden plane. I told you fov was hacky man."
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plane = ABOVE_GAME_PLANE
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render_relay_planes = list(RENDER_PLANE_GAME_WORLD)
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/**
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* Plane master handling byond internal blackness
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* vars are set as to replicate behavior when rendering to other planes
|
|
* do not touch this unless you know what you are doing
|
|
*/
|
|
// Blackness renders weird when you view down openspace, because of transforms and borders and such
|
|
// This is a consequence of not using lummy's grouped transparency, but I couldn't get that to work without totally fucking up
|
|
// Sight flags, and shooting vis_contents usage to the moon. So we're doin it different.
|
|
// Look into lessening this, maybe mirror down all the time? idk
|
|
// Part of the issue is it isn't actually the blackness plane, it's just normal blackness
|
|
// (If image vis contents worked (it should in 515), and we were ok with a maptick cost (wait for threaded maptick)) this could be fixed
|
|
/atom/movable/screen/plane_master/blackness
|
|
name = "Darkness"
|
|
documentation = "This is quite fiddly, so bear with me. By default (in byond) everything in the game is rendered onto plane 0. It's the default plane. \
|
|
<br>But, because we've moved everything we control off plane 0, all that's left is stuff byond internally renders. \
|
|
<br>What we're doing here is using plane 0 to capture \"Blackness\", or the mask that hides tiles. Note, this only works if our mob has the SEE_PIXELS or SEE_BLACKNESS sight flags.\
|
|
<br>We relay this plane master (on plane 0) down to other copies of itself, depending on the layer your mob is on at the moment.\
|
|
<br>Of note: plane master blackness, and the blackness that comes from having nothing to display look similar, but are not the same thing,\
|
|
mind yourself when you're working with this plane, you might have accidentially been trying to work with the wrong thing."
|
|
plane = BLACKNESS_PLANE
|
|
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
|
|
// Note: we don't set this to blend multiply because it just dies when its alpha is modified, because of fun byond bugs
|
|
// Marked as multiz_scaled = FALSE because it should not scale, scaling lets you see "through" the floor
|
|
multiz_scaled = FALSE
|
|
|
|
/atom/movable/screen/plane_master/blackness/show_to(mob/mymob)
|
|
. = ..()
|
|
if(!.)
|
|
return
|
|
if(offset != 0)
|
|
// You aren't the source? don't change yourself
|
|
return
|
|
RegisterSignal(mymob, COMSIG_MOB_SIGHT_CHANGE, .proc/handle_sight_value)
|
|
handle_sight_value(mymob, mymob.sight, 0)
|
|
var/datum/hud/hud = home.our_hud
|
|
if(hud)
|
|
RegisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, .proc/on_offset_change)
|
|
offset_change(0, hud.current_plane_offset)
|
|
|
|
/atom/movable/screen/plane_master/blackness/hide_from(mob/oldmob)
|
|
. = ..()
|
|
if(offset != 0)
|
|
return
|
|
UnregisterSignal(oldmob, COMSIG_MOB_SIGHT_CHANGE)
|
|
var/datum/hud/hud = home.our_hud
|
|
if(hud)
|
|
UnregisterSignal(hud, COMSIG_HUD_OFFSET_CHANGED, .proc/on_offset_change)
|
|
|
|
/// Reacts to some new plane master value
|
|
/atom/movable/screen/plane_master/blackness/proc/handle_sight_value(datum/source, new_sight, old_sight)
|
|
SIGNAL_HANDLER
|
|
// Tryin to set a sight flag that cuts blackness eh?
|
|
if(new_sight & BLACKNESS_CUTTING)
|
|
// Better set alpha then, so it'll actually work
|
|
// We just get the one because there is only one blackness PM, it's just mirrored around
|
|
disable_alpha()
|
|
else
|
|
enable_alpha()
|
|
|
|
/atom/movable/screen/plane_master/blackness/proc/on_offset_change(datum/source, old_offset, new_offset)
|
|
SIGNAL_HANDLER
|
|
offset_change(old_offset, new_offset)
|
|
|
|
/atom/movable/screen/plane_master/blackness/proc/offset_change(old_offset, new_offset)
|
|
// Basically, the rule here is the blackness we harvest from the mob using the SEE_BLACKNESS flag will be relayed to the darkness
|
|
// Plane that we're actually on
|
|
if(old_offset != 0) // If our old target wasn't just ourselves
|
|
remove_relay_from(GET_NEW_PLANE(plane, old_offset))
|
|
|
|
if(new_offset != 0)
|
|
add_relay_to(GET_NEW_PLANE(plane, new_offset))
|
|
|
|
/atom/movable/screen/plane_master/area
|
|
name = "Area"
|
|
documentation = "Holds the areas themselves, which ends up meaning it holds any overlays/effects we apply to areas. NOT snow or rad storms, those go on above lighting"
|
|
plane = AREA_PLANE
|
|
|
|
/atom/movable/screen/plane_master/massive_obj
|
|
name = "Massive object"
|
|
documentation = "Huge objects need to render above everything else on the game plane, otherwise they'd well, get clipped and look not that huge. This does that."
|
|
plane = MASSIVE_OBJ_PLANE
|
|
|
|
/atom/movable/screen/plane_master/point
|
|
name = "Point"
|
|
documentation = "I mean like, what do you want me to say? Points draw over pretty much everything else, so they get their own plane. Remember we layer render relays to draw planes in their proper order on render plates."
|
|
plane = POINT_PLANE
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
|
|
///Contains all turf lighting
|
|
/atom/movable/screen/plane_master/turf_lighting
|
|
name = "Turf Lighting"
|
|
documentation = "Contains all lighting drawn to turfs. Not so complex, draws directly onto the lighting plate."
|
|
plane = LIGHTING_PLANE
|
|
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
|
|
render_relay_planes = list(RENDER_PLANE_LIGHTING)
|
|
blend_mode_override = BLEND_ADD
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
|
|
/// This will not work through multiz, because of a byond bug with BLEND_MULTIPLY
|
|
/// Bug report is up, waiting on a fix
|
|
/atom/movable/screen/plane_master/o_light_visual
|
|
name = "Overlight light visual"
|
|
documentation = "Holds overlay lighting objects, or the sort of lighting that's a well, overlay stuck to something.\
|
|
<br>Exists because lighting updating is really slow, and movement needs to feel smooth.\
|
|
<br>We draw to the game plane, and mask out space for ourselves on the lighting plane so any color we have has the chance to display."
|
|
plane = O_LIGHTING_VISUAL_PLANE
|
|
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
|
|
render_target = O_LIGHTING_VISUAL_RENDER_TARGET
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
blend_mode = BLEND_MULTIPLY
|
|
|
|
/atom/movable/screen/plane_master/above_lighting
|
|
name = "Above lighting"
|
|
plane = ABOVE_LIGHTING_PLANE
|
|
documentation = "Anything on the game plane that needs a space to draw on that will be above the lighting plane.\
|
|
<br>Mostly little alerts and effects, also sometimes contains things that are meant to look as if they glow."
|
|
|
|
/**
|
|
* Handles emissive overlays and emissive blockers.
|
|
*/
|
|
/atom/movable/screen/plane_master/emissive
|
|
name = "Emissive"
|
|
documentation = "This system works by exploiting BYONDs color matrix filter to use layers to handle emissive blockers.\
|
|
<br>Emissive overlays are pasted with an atom color that converts them to be entirely some specific color.\
|
|
<br>Emissive blockers are pasted with an atom color that converts them to be entirely some different color.\
|
|
<br>Emissive overlays and emissive blockers are put onto the same plane (This one).\
|
|
<br>The layers for the emissive overlays and emissive blockers cause them to mask eachother similar to normal BYOND objects.\
|
|
<br>A color matrix filter is applied to the emissive plane to mask out anything that isn't whatever the emissive color is.\
|
|
<br>This is then used to alpha mask the lighting plane."
|
|
plane = EMISSIVE_PLANE
|
|
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
render_target = EMISSIVE_RENDER_TARGET
|
|
render_relay_planes = list()
|
|
|
|
/atom/movable/screen/plane_master/emissive/Initialize(mapload)
|
|
. = ..()
|
|
add_filter("em_block_masking", 1, color_matrix_filter(GLOB.em_mask_matrix))
|
|
|
|
/atom/movable/screen/plane_master/pipecrawl
|
|
name = "Pipecrawl"
|
|
documentation = "Holds pipecrawl images generated during well, pipecrawling.\
|
|
<br>Has a few effects and a funky color matrix designed to make things a bit more visually readable."
|
|
plane = PIPECRAWL_IMAGES_PLANE
|
|
start_hidden = TRUE
|
|
|
|
/atom/movable/screen/plane_master/pipecrawl/Initialize(mapload)
|
|
. = ..()
|
|
// Makes everything on this plane slightly brighter
|
|
// Has a nice effect, makes thing stand out
|
|
color = list(1.2,0,0,0, 0,1.2,0,0, 0,0,1.2,0, 0,0,0,1, 0,0,0,0)
|
|
// This serves a similar purpose, I want the pipes to pop
|
|
add_filter("pipe_dropshadow", 1, drop_shadow_filter(x = -1, y= -1, size = 1, color = "#0000007A"))
|
|
mirror_parent_hidden()
|
|
|
|
/atom/movable/screen/plane_master/camera_static
|
|
name = "Camera static"
|
|
documentation = "Holds camera static images. Usually only visible to people who can well, see static.\
|
|
<br>We use images rather then vis contents because they're lighter on maptick, and maptick sucks butt."
|
|
plane = CAMERA_STATIC_PLANE
|
|
start_hidden = TRUE
|
|
|
|
/atom/movable/screen/plane_master/camera_static/show_to(mob/mymob)
|
|
// If we aren't an AI, we have no need for this plane master (most of the time, ai eyes are weird and annoying)
|
|
if(force_hidden && isAI(mymob))
|
|
unhide_plane(mymob)
|
|
. = ..()
|
|
if(!.)
|
|
return
|
|
if(isAI(mymob))
|
|
return
|
|
return FALSE
|
|
|
|
/atom/movable/screen/plane_master/high_game
|
|
name = "High Game"
|
|
documentation = "Holds anything that wants to be displayed above the rest of the game plane, and doesn't want to be clickable. \
|
|
<br>This includes atmos debug overlays, blind sound images, and mining scanners. \
|
|
<br>Really only exists for its layering potential, we don't use this for any vfx"
|
|
plane = HIGH_GAME_PLANE
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
|
|
/atom/movable/screen/plane_master/ghost
|
|
name = "Ghost"
|
|
documentation = "Ghosts draw here, so they don't get mixed up in the visuals of the game world. Note, this is not not how we HIDE ghosts from people, that's done with invisible and see_invisible."
|
|
plane = GHOST_PLANE
|
|
render_relay_planes = list(RENDER_PLANE_NON_GAME)
|
|
|
|
/atom/movable/screen/plane_master/fullscreen
|
|
name = "Fullscreen"
|
|
documentation = "Holds anything that applies to or above the full screen. \
|
|
<br>Note, it's still rendered underneath hud objects, but this lets us control the order that things like death/damage effects render in."
|
|
plane = FULLSCREEN_PLANE
|
|
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
|
|
render_relay_planes = list(RENDER_PLANE_NON_GAME)
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
allows_offsetting = FALSE
|
|
|
|
/atom/movable/screen/plane_master/runechat
|
|
name = "Runechat"
|
|
documentation = "Holds runechat images, that text that pops up when someone say something. Uses a dropshadow to well, look nice."
|
|
plane = RUNECHAT_PLANE
|
|
render_relay_planes = list(RENDER_PLANE_NON_GAME)
|
|
|
|
/atom/movable/screen/plane_master/runechat/show_to(mob/mymob)
|
|
. = ..()
|
|
if(!.)
|
|
return
|
|
remove_filter("AO")
|
|
if(istype(mymob) && mymob.client?.prefs?.read_preference(/datum/preference/toggle/ambient_occlusion))
|
|
add_filter("AO", 1, drop_shadow_filter(x = 0, y = -2, size = 4, color = "#04080FAA"))
|
|
|
|
/atom/movable/screen/plane_master/balloon_chat
|
|
name = "Balloon chat"
|
|
documentation = "Holds ballon chat images, those little text bars that pop up for a second when you do some things. NOT runechat."
|
|
plane = BALLOON_CHAT_PLANE
|
|
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
|
|
render_relay_planes = list(RENDER_PLANE_NON_GAME)
|
|
|
|
/atom/movable/screen/plane_master/hud
|
|
name = "HUD"
|
|
documentation = "Contains anything that want to be rendered on the hud. Typically is just screen elements."
|
|
plane = HUD_PLANE
|
|
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
|
|
render_relay_planes = list(RENDER_PLANE_NON_GAME)
|
|
allows_offsetting = FALSE
|
|
|
|
/atom/movable/screen/plane_master/above_hud
|
|
name = "Above HUD"
|
|
documentation = "Anything that wants to be drawn ABOVE the rest of the hud. Typically close buttons and other elements that need to be always visible. Think preventing draggable action button memes."
|
|
plane = ABOVE_HUD_PLANE
|
|
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
|
|
render_relay_planes = list(RENDER_PLANE_NON_GAME)
|
|
allows_offsetting = FALSE
|
|
|
|
/atom/movable/screen/plane_master/splashscreen
|
|
name = "Splashscreen"
|
|
documentation = "Anything that's drawn above LITERALLY everything else. Think cinimatics and the well, spashscreen."
|
|
plane = SPLASHSCREEN_PLANE
|
|
appearance_flags = PLANE_MASTER|NO_CLIENT_COLOR
|
|
render_relay_planes = list(RENDER_PLANE_NON_GAME)
|
|
allows_offsetting = FALSE
|