Files
Bubberstation/code/datums/elements/immerse.dm
tonty 3f0b4abb8d Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request

All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context

Replaces some "32" magic numbers with the defines

A few bits of code have been modified to split up x/y math as well

## Why It's Good For The Game

Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains

## Changelog

🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-29 13:28:32 +00:00

414 lines
19 KiB
Plaintext

/**
* A visual element that makes movables entering the attached turfs look immersed into that turf.
*
* Abandon all hope, ye who read forth, for this immerse works on mind-numbing workarounds,
*/
/datum/element/immerse
element_flags = ELEMENT_DETACH_ON_HOST_DESTROY | ELEMENT_BESPOKE
argument_hash_start_idx = 2
///An association list of turfs that have this element attached and their affected contents.
var/list/attached_turfs_and_movables = list()
/**
* A list of movables that shouldn't be affected by the element, either because it'd look bad
* or barely perceptible.
*/
var/static/list/movables_to_ignore
///A list of icons generated from a target and a mask, later used as appearances for the overlays.
var/static/list/generated_immerse_icons = list()
///A list of instances of /atom/movable/immerse_overlay then used as visual overlays for the immersed movables.
var/list/generated_visual_overlays = list()
///An association list of movables as key and overlays as assoc.
var/list/immersed_movables
var/icon
var/icon_state
var/mask_icon
var/color
var/alpha
/datum/element/immerse/Attach(turf/target, icon, icon_state, mask_icon, color = "#777777", alpha = 180)
. = ..()
if(!isturf(target) || !icon || !icon_state || !mask_icon)
return ELEMENT_INCOMPATIBLE
if(isnull(movables_to_ignore))
movables_to_ignore = typecacheof(list(
/obj/effect,
/mob/dead,
/obj/projectile,
))
movables_to_ignore += GLOB.WALLITEMS_INTERIOR
movables_to_ignore += GLOB.WALLITEMS_EXTERIOR
src.icon = icon
src.icon_state = icon_state
src.color = color
src.alpha = alpha
src.mask_icon = mask_icon
/**
* Hello, you may be wondering why we're blending icons and not simply
* overlaying one mutable appearance with the blend multiply on another.
* Well, the latter option doesn't work as neatly when added
* to an atom with the KEEP_TOGETHER appearance flag, with the mask icon also
* showing on said atom, while we don't want it to.
*
* Also using KEEP_APART isn't an option, because unless it's drawn as one with
* its visual loation, the whole plane the atom belongs to will count as part of the
* mask of the final visual overlay since that's how the BLEND_INSET_OVERLAY blend mode works here.
* In layman terms, with KEEP_APART on, if a flying monkey gets nears an immersed
* human, the visual overlay will appear on the flying monkey even if it shouldn't.
*/
var/icon/immerse_icon = generated_immerse_icons["[icon]-[icon_state]-[mask_icon]"]
if(!immerse_icon)
immerse_icon = icon(icon, icon_state)
var/icon/sub_mask = icon('icons/effects/effects.dmi', mask_icon)
immerse_icon.Blend(sub_mask, ICON_MULTIPLY)
immerse_icon = fcopy_rsc(immerse_icon)
generated_immerse_icons["[icon]-[icon_state]-[mask_icon]"] = immerse_icon
RegisterSignal(target, SIGNAL_ADDTRAIT(TRAIT_IMMERSE_STOPPED), PROC_REF(stop_immersion))
RegisterSignal(target, SIGNAL_REMOVETRAIT(TRAIT_IMMERSE_STOPPED), PROC_REF(start_immersion))
if(!HAS_TRAIT(target, TRAIT_IMMERSE_STOPPED))
start_immersion(target)
/datum/element/immerse/Detach(turf/source)
UnregisterSignal(source, list(SIGNAL_ADDTRAIT(TRAIT_IMMERSE_STOPPED), SIGNAL_REMOVETRAIT(TRAIT_IMMERSE_STOPPED)))
if(!HAS_TRAIT(source, TRAIT_IMMERSE_STOPPED))
stop_immersion(source)
return ..()
///Makes the element start affecting the turf and its contents. Called on Attach() or when TRAIT_IMMERSE_STOPPED is removed.
/datum/element/immerse/proc/start_immersion(turf/source)
SIGNAL_HANDLER
RegisterSignals(source, list(COMSIG_ATOM_ABSTRACT_ENTERED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON), PROC_REF(on_init_or_entered))
RegisterSignal(source, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(on_atom_exited))
attached_turfs_and_movables += source
for(var/atom/movable/movable as anything in source)
if(!(movable.flags_1 & INITIALIZED_1))
continue
on_init_or_entered(source, movable)
///Stops the element from affecting on the turf and its contents. Called on Detach() or when TRAIT_IMMERSE_STOPPED is added.
/datum/element/immerse/proc/stop_immersion(turf/source)
SIGNAL_HANDLER
UnregisterSignal(source, list(COMSIG_ATOM_ABSTRACT_ENTERED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, COMSIG_ATOM_ABSTRACT_EXITED))
for(var/atom/movable/movable as anything in attached_turfs_and_movables[source])
remove_from_element(source, movable)
attached_turfs_and_movables -= source
/**
* If the movable is within the right layers and planes, not in the list of movable types to ignore,
* or already affected by the element for that matter, Signals will be registered and,
* unless the movable (or whatever it's buckled to) is flying, it'll appear as if immersed in that water.
*/
/datum/element/immerse/proc/on_init_or_entered(turf/source, atom/movable/movable)
SIGNAL_HANDLER
if(QDELETED(movable))
return
if(HAS_TRAIT(movable, TRAIT_IMMERSED))
return
if(movable.layer >= ABOVE_ALL_MOB_LAYER || !ISINRANGE(movable.plane, MUTATE_PLANE(FLOOR_PLANE, source), MUTATE_PLANE(GAME_PLANE, source)))
return
if(is_type_in_typecache(movable, movables_to_ignore))
return
var/atom/movable/buckled
if(isliving(movable))
var/mob/living/living_mob = movable
RegisterSignal(living_mob, COMSIG_LIVING_SET_BUCKLED, PROC_REF(on_set_buckled))
buckled = living_mob.buckled
try_immerse(movable, buckled)
RegisterSignal(movable, COMSIG_QDELETING, PROC_REF(on_movable_qdel))
LAZYADD(attached_turfs_and_movables[source], movable)
ADD_TRAIT(movable, TRAIT_IMMERSED, ELEMENT_TRAIT(src))
/datum/element/immerse/proc/on_movable_qdel(atom/movable/source)
SIGNAL_HANDLER
remove_from_element(source.loc, source)
/**
* The main proc, which adds a visual overlay to the movable that has entered the turf to make it look immersed.
* It's kind of iffy but basically, we want the overlay to cover as much area as needed to
* avoid the movable's icon from spilling horizontally or below.
* Also, while these visual overlays are mainly cached movables, for certain movables, such as living mobs,
* we want them to have their own unique vis overlay with additional signals registered.
* This allows the vis overlay to look more or less unchanged while its owner is spinning or resting
* without otherwise affecting other movables with identical overlays.
*/
/datum/element/immerse/proc/add_immerse_overlay(atom/movable/movable)
var/list/icon_dimensions = get_icon_dimensions(movable.icon)
var/width = icon_dimensions["width"] || ICON_SIZE_X
var/height = icon_dimensions["height"] || ICON_SIZE_Y
var/is_below_water = movable.layer < WATER_LEVEL_LAYER ? "underwater-" : ""
var/atom/movable/immerse_overlay/vis_overlay = generated_visual_overlays["[is_below_water][width]x[height]"]
if(!vis_overlay) //create the overlay if not already done.
vis_overlay = generate_vis_overlay(width, height, is_below_water)
ADD_KEEP_TOGETHER(movable, ELEMENT_TRAIT(src))
/**
* Let's give an unique immerse visual only to those movables that would
* benefit from this the most, for the sake of a smidge of lightweightness.
*/
if(HAS_TRAIT(movable, TRAIT_UNIQUE_IMMERSE))
var/atom/movable/immerse_overlay/original_vis_overlay = vis_overlay
vis_overlay = new(null)
vis_overlay.appearance = original_vis_overlay
vis_overlay.extra_width = original_vis_overlay.extra_width
vis_overlay.extra_height = original_vis_overlay.extra_height
vis_overlay.overlay_appearance = original_vis_overlay.overlay_appearance
SEND_SIGNAL(movable, COMSIG_MOVABLE_EDIT_UNIQUE_IMMERSE_OVERLAY, vis_overlay)
RegisterSignal(movable, COMSIG_ATOM_SPIN_ANIMATION, PROC_REF(on_spin_animation))
RegisterSignal(movable, COMSIG_LIVING_POST_UPDATE_TRANSFORM, PROC_REF(on_update_transform))
movable.vis_contents |= vis_overlay
LAZYSET(immersed_movables, movable, vis_overlay)
///Initializes and caches a new visual overlay given parameters such as width, height and whether it should appear fully underwater.
/datum/element/immerse/proc/generate_vis_overlay(width, height, is_below_water)
var/atom/movable/immerse_overlay/vis_overlay = new(null, src)
/**
* vis contents spin around the center of the icon of their vis locs
* but since we want the appearance to stay where it should be,
* we have to counteract this one.
*/
var/extra_width = (width - ICON_SIZE_X) * 0.5
var/extra_height = (height - ICON_SIZE_Y) * 0.5
var/mutable_appearance/overlay_appearance = new()
var/icon/immerse_icon = generated_immerse_icons["[icon]-[icon_state]-[mask_icon]"]
var/last_i = width/ICON_SIZE_X
for(var/i in -1 to last_i)
var/mutable_appearance/underwater = mutable_appearance(icon, icon_state)
underwater.pixel_x = ICON_SIZE_X * i - extra_width
underwater.pixel_y = -ICON_SIZE_Y - extra_height
overlay_appearance.overlays += underwater
var/mutable_appearance/water_level = is_below_water ? underwater : mutable_appearance(immerse_icon)
water_level.pixel_x = ICON_SIZE_X * i - extra_width
water_level.pixel_y = -extra_height
overlay_appearance.overlays += water_level
vis_overlay.color = color
vis_overlay.alpha = alpha
vis_overlay.overlays = list(overlay_appearance)
vis_overlay.extra_width = extra_width
vis_overlay.extra_height = extra_height
vis_overlay.overlay_appearance = overlay_appearance
generated_visual_overlays["[is_below_water][width]x[height]"] = vis_overlay
return vis_overlay
///This proc removes the vis_overlay, the keep together trait and some signals from the movable.
/datum/element/immerse/proc/remove_immerse_overlay(atom/movable/movable)
var/atom/movable/immerse_overlay/vis_overlay = LAZYACCESS(immersed_movables, movable)
LAZYREMOVE(immersed_movables, movable)
REMOVE_KEEP_TOGETHER(movable, ELEMENT_TRAIT(src))
movable.vis_contents -= vis_overlay
if(HAS_TRAIT(movable, TRAIT_UNIQUE_IMMERSE))
UnregisterSignal(movable, list(COMSIG_ATOM_SPIN_ANIMATION, COMSIG_LIVING_POST_UPDATE_TRANSFORM, COMSIG_QDELETING))
if(!QDELETED(vis_overlay))
qdel(vis_overlay)
/**
* Called by init_or_entered() and on_set_buckled().
* This applies the overlay if neither the movable or whatever is buckled to (exclusive to living mobs) are flying
* as well as movetype signals when the movable isn't buckled.
*/
/datum/element/immerse/proc/try_immerse(atom/movable/movable, atom/movable/buckled)
var/atom/movable/to_check = buckled || movable
if(!(to_check.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) && !movable.throwing)
add_immerse_overlay(movable)
if(!buckled)
RegisterSignal(movable, COMSIG_MOVETYPE_FLAG_ENABLED, PROC_REF(on_move_flag_enabled))
RegisterSignal(movable, COMSIG_MOVETYPE_FLAG_DISABLED, PROC_REF(on_move_flag_disabled))
RegisterSignal(movable, COMSIG_MOVABLE_POST_THROW, PROC_REF(on_throw))
RegisterSignal(movable, COMSIG_MOVABLE_THROW_LANDED, PROC_REF(on_throw_landed))
/**
* Called by on_set_buckled() and remove_from_element().
* This removes the filter and signals from the movable unless it doesn't have them.
*/
/datum/element/immerse/proc/try_unimmerse(atom/movable/movable, atom/movable/buckled)
var/atom/movable/to_check = buckled || movable
if(!(to_check.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) && !movable.throwing)
remove_immerse_overlay(movable)
if(!buckled)
UnregisterSignal(movable, list(COMSIG_MOVETYPE_FLAG_ENABLED, COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_MOVABLE_POST_THROW, COMSIG_MOVABLE_THROW_LANDED))
/datum/element/immerse/proc/on_set_buckled(mob/living/source, atom/movable/new_buckled)
SIGNAL_HANDLER
try_unimmerse(source, source.buckled)
try_immerse(source, new_buckled)
///Removes the overlay from mob and bucklees is flying.
/datum/element/immerse/proc/on_move_flag_enabled(atom/movable/source, flag, old_movement_type)
SIGNAL_HANDLER
if(!(flag & MOVETYPES_NOT_TOUCHING_GROUND) || (old_movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || source.throwing)
return
remove_immerse_overlay(source)
for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
remove_immerse_overlay(buckled_mob)
///Works just like on_move_flag_enabled, except it only has to check that movable isn't flying
/datum/element/immerse/proc/on_throw(atom/movable/source)
SIGNAL_HANDLER
if(source.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
return
remove_immerse_overlay(source)
for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
remove_immerse_overlay(buckled_mob)
///Readds the overlay to the mob and bucklees if no longer flying.
/datum/element/immerse/proc/on_move_flag_disabled(atom/movable/source, flag, old_movement_type)
SIGNAL_HANDLER
if(!(flag & MOVETYPES_NOT_TOUCHING_GROUND) || (source.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || source.throwing)
return
add_immerse_overlay(source)
for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
add_immerse_overlay(buckled_mob)
///Works just like on_move_flag_disabled, except it only has to check that movable isn't flying
/datum/element/immerse/proc/on_throw_landed(atom/movable/source)
SIGNAL_HANDLER
if(source.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
return
add_immerse_overlay(source)
for(var/mob/living/buckled_mob as anything in source.buckled_mobs)
add_immerse_overlay(buckled_mob)
/**
* Called when a movable exits the turf. If its new location is not in the list of turfs with this element,
* Remove the movable from the element.
*/
/datum/element/immerse/proc/on_atom_exited(turf/source, atom/movable/exited, direction)
SIGNAL_HANDLER
if(!(exited.loc in attached_turfs_and_movables))
remove_from_element(source, exited)
else
LAZYREMOVE(attached_turfs_and_movables[source], exited)
LAZYADD(attached_turfs_and_movables[exited.loc], exited)
///Remove any signal, overlay, trait given to the movable and reference to it within the element.
/datum/element/immerse/proc/remove_from_element(turf/source, atom/movable/movable)
var/atom/movable/buckled
if(isliving(movable))
var/mob/living/living_mob = movable
buckled = living_mob.buckled
try_unimmerse(movable, buckled)
LAZYREMOVE(attached_turfs_and_movables[source], movable)
UnregisterSignal(movable, list(COMSIG_LIVING_SET_BUCKLED, COMSIG_QDELETING))
REMOVE_TRAIT(movable, TRAIT_IMMERSED, ELEMENT_TRAIT(src))
/// A band-aid to keep the (unique) visual overlay from scaling and rotating along with its owner. I'm sorry.
/datum/element/immerse/proc/on_update_transform(mob/living/source, resize, new_lying_angle, is_opposite_angle)
SIGNAL_HANDLER
var/matrix/new_transform = matrix()
new_transform.Scale(1/source.current_size)
new_transform.Turn(-new_lying_angle)
var/atom/movable/immerse_overlay/vis_overlay = immersed_movables[source]
if(is_opposite_angle)
vis_overlay.transform = new_transform
vis_overlay.adjust_living_overlay_offset(source)
return
/**
* Here, we temporarily switch from the offset of the mutable appearance to one for movable used as visual overlay.
* Why? While visual overlays can be animated, their fixed point stays at the center of the icon of the atom
* they're attached to and not theirs, which can make manipulating the transform var a pain, but because
* we cannot do that with normal overlay or filters (reliably), we have to bend a knee and try to compensate it.
*/
vis_overlay.overlays = list(vis_overlay.overlay_appearance)
/// Oh, yeah, didn't I mention turning a visual overlay affects its pixel x/y/w/z too? Yeah, it sucks.
var/new_x = vis_overlay.extra_width
var/new_y = vis_overlay.extra_height
var/old_div = source.current_size/resize
var/offset_lying = source.rotate_on_lying ? PIXEL_Y_OFFSET_LYING : source.get_pixel_y_offset_standing(source.current_size/resize)
switch(source.lying_prev)
if(270)
vis_overlay.pixel_x += -offset_lying / old_div
if(90)
vis_overlay.pixel_x += offset_lying / old_div
if(0)
vis_overlay.pixel_y += -source.get_pixel_y_offset_standing(source.current_size/resize) / old_div
switch(new_lying_angle)
if(270)
new_x += -source.body_position_pixel_y_offset / source.current_size
if(90)
new_x += source.body_position_pixel_y_offset / source.current_size
if(0)
new_y += -source.body_position_pixel_y_offset / source.current_size
animate(vis_overlay, transform = new_transform, pixel_x = new_x, pixel_y = new_y, time = UPDATE_TRANSFORM_ANIMATION_TIME, easing = (EASE_IN|EASE_OUT))
addtimer(CALLBACK(vis_overlay, TYPE_PROC_REF(/atom/movable/immerse_overlay, adjust_living_overlay_offset), source), UPDATE_TRANSFORM_ANIMATION_TIME)
///Spin the overlay in the opposite direction so it doesn't look like it's spinning at all.
/datum/element/immerse/proc/on_spin_animation(atom/source, speed, loops, segments, segment)
SIGNAL_HANDLER
var/atom/movable/immerse_overlay/vis_overlay = immersed_movables[source]
vis_overlay.do_spin_animation(speed, loops, segments, -segment)
///We need to make sure to remove hard refs from the element when deleted.
/datum/element/immerse/proc/clear_overlay_refs(atom/movable/immerse_overlay/source)
//Assume that every vis loc is also in the immersed_movables list
for(var/atom/movable/vis_loc as anything in source.vis_locs)
remove_from_element(vis_loc.loc, vis_loc)
LAZYREMOVE(generated_visual_overlays, source)
source.overlay_appearance = null
///The not-quite-perfect movable used by the immerse element for its nefarious deeds.
/atom/movable/immerse_overlay
appearance_flags = RESET_TRANSFORM|RESET_COLOR|RESET_ALPHA|KEEP_TOGETHER
vis_flags = VIS_INHERIT_PLANE|VIS_INHERIT_ID
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
blend_mode = BLEND_INSET_OVERLAY
layer = WATER_VISUAL_OVERLAY_LAYER
plane = FLOAT_PLANE
/**
* The actual overlay used to make the mob look like it's half-covered in water.
*
* For visual overlays, pixel y/x/w/z are amplified by the a, b, d, e variables
* of the transform matrix of the movable they're attached to.
* For example, if a mob is twice its normal size (a = 2, e = 2),
* offsetting the movable used as visual overlay by 4 pixels to the right will result
* in the visual overlay moving 8 pixels to the right.
*
* This however, doesn't extend to the overlays of our visual overlay. which is why there's
* a mutable appearance variable that we use for those pixel offsets that really shouldn't be affected
* by the transform of our vis loc(s) in the first place.
*/
var/mutable_appearance/overlay_appearance
///The base pixel x offset of this movable
var/extra_width = 0
///The base pixel y offset of this movable
var/extra_height = 0
/atom/movable/immerse_overlay/Initialize(mapload, datum/element/immerse/element)
. = ..()
verbs.Cut() //"Cargo cultttttt" or something. Either way, they're better off without verbs.
element?.RegisterSignal(src, COMSIG_QDELETING, TYPE_PROC_REF(/datum/element/immerse, clear_overlay_refs))
///Called by COMSIG_MOVABLE_EDIT_UNIQUE_IMMERSE_OVERLAY for living mobs and a few procs from the immerse element.
/atom/movable/immerse_overlay/proc/adjust_living_overlay_offset(mob/living/source)
pixel_x = extra_width
pixel_y = extra_height
overlay_appearance.pixel_y = -source.body_position_pixel_y_offset
overlays = list(overlay_appearance)
overlay_appearance.pixel_y = 0