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Bubberstation/code/datums/components/wet_floor.dm
SkyratBot 5f2df10d44 [MIRROR] Adds support to the wet_floor component to avoid displaying its overlay, makes ice turfs no longer receive said wet overlay [MDB IGNORE] (#24628)
* Adds support to the wet_floor component to avoid displaying its overlay, makes ice turfs no longer receive said wet overlay (#79275)

## About The Pull Request
The title says it all, really.

I always thought ice looked a bit silly, and always wondered why. Today,
I found out it was because of the `wet_floor` component adding an
overlay that suddenly made a turf that should look continuous, tiled,
which in turn gave some very ugly visuals. Ice already looks slippery,
you can tell that it's ice, and the overlay that was added to it just
didn't really help telegraph that any better than the sprite itself
already does.

That's why I added support to make it so it would be possible to force
the overlay to just not be applied to the turf that's affected by the
component, to make it all look a bit better overall.

I added it to the ice turfs as a proof of concept, although I guess it
could also be used on other turfs that are always "wet", like the
bananium floors, but I didn't really care enough to touch that yet, and
I guess the bananium floors can use it a bit better than ice did.

I did notice in this PR that the smoothing of ice seemed to potentially
be broken, but that's something to look into at a later time.

## Why It's Good For The Game
Look at this ice and how much smoother it looks like now:

![image](https://github.com/tgstation/tgstation/assets/58045821/6fc85239-e8f1-404b-bc0e-6e1fca7f7753)

## Changelog

🆑 GoldenAlpharex
code: Added support to the wet_floor component to make it so the wet
overlay could not be applied to certain turfs if desired.
fix: Ice turfs no longer look tiled, and instead look smooth when placed
next to one-another.
/🆑

* Adds support to the wet_floor component to avoid displaying its overlay, makes ice turfs no longer receive said wet overlay

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-10-28 09:07:26 -04:00

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/datum/component/wet_floor
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
can_transfer = TRUE
var/highest_strength = TURF_DRY
var/lube_flags = NONE //why do we have this?
var/list/time_left_list //In deciseconds.
var/static/mutable_appearance/permafrost_overlay = mutable_appearance('icons/effects/water.dmi', "ice_floor")
var/static/mutable_appearance/ice_overlay = mutable_appearance('icons/turf/overlays.dmi', "snowfloor")
var/static/mutable_appearance/water_overlay = mutable_appearance('icons/effects/water.dmi', "wet_floor_static")
var/static/mutable_appearance/generic_turf_overlay = mutable_appearance('icons/effects/water.dmi', "wet_static")
var/current_overlay
var/permanent = FALSE
var/last_process = 0
/// Should we display an overlay for this component? Useful mainly for turfs
/// that already look wets or just don't need the visuals for any other reason.
var/should_display_overlay = TRUE
/datum/component/wet_floor/InheritComponent(datum/newcomp, orig, strength, duration_minimum, duration_add, duration_maximum, _permanent, _should_display_overlay)
if(!newcomp) //We are getting passed the arguments of a would-be new component, but not a new component
add_wet(arglist(args.Copy(3)))
else //We are being passed in a full blown component
var/datum/component/wet_floor/WF = newcomp //Lets make an assumption
if(WF.gc()) //See if it's even valid, still. Also does LAZYLEN and stuff for us.
CRASH("Wet floor component tried to inherit another, but the other was able to garbage collect while being inherited! What a waste of time!")
for(var/i in WF.time_left_list)
add_wet(text2num(i), WF.time_left_list[i])
/datum/component/wet_floor/Initialize(strength, duration_minimum, duration_add, duration_maximum, _permanent = FALSE, _should_display_overlay = TRUE)
if(!isopenturf(parent))
return COMPONENT_INCOMPATIBLE
should_display_overlay = _should_display_overlay
add_wet(strength, duration_minimum, duration_add, duration_maximum, _permanent, _should_display_overlay)
permanent = _permanent
if(!permanent)
START_PROCESSING(SSwet_floors, src)
addtimer(CALLBACK(src, PROC_REF(gc), TRUE), 1) //GC after initialization.
last_process = world.time
/datum/component/wet_floor/RegisterWithParent()
RegisterSignal(parent, COMSIG_TURF_IS_WET, PROC_REF(is_wet))
RegisterSignal(parent, COMSIG_TURF_MAKE_DRY, PROC_REF(dry))
/datum/component/wet_floor/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_TURF_IS_WET, COMSIG_TURF_MAKE_DRY))
/datum/component/wet_floor/Destroy()
STOP_PROCESSING(SSwet_floors, src)
var/turf/T = parent
qdel(T.GetComponent(/datum/component/slippery))
if(istype(T)) //If this is false there is so many things wrong with it.
T.cut_overlay(current_overlay)
else
stack_trace("Warning: Wet floor component wasn't on a turf when being destroyed! This is really bad!")
return ..()
/datum/component/wet_floor/proc/update_overlay()
if(!should_display_overlay)
if(!current_overlay)
return
var/turf/parent_turf = parent
parent_turf.cut_overlay(current_overlay)
current_overlay = null
return
var/intended
if(!isfloorturf(parent))
intended = generic_turf_overlay
else
switch(highest_strength)
if(TURF_WET_PERMAFROST)
intended = permafrost_overlay
if(TURF_WET_ICE)
intended = ice_overlay
else
intended = water_overlay
if(current_overlay != intended)
var/turf/parent_turf = parent
parent_turf.cut_overlay(current_overlay)
parent_turf.add_overlay(intended)
current_overlay = intended
/datum/component/wet_floor/proc/AfterSlip(mob/living/slipped)
if(highest_strength != TURF_WET_LUBE)
return
slipped.set_confusion_if_lower(8 SECONDS)
/datum/component/wet_floor/proc/update_flags()
var/intensity
lube_flags = SLIPPERY_TURF
switch(highest_strength)
if(TURF_WET_WATER)
intensity = 60
lube_flags |= NO_SLIP_WHEN_WALKING
if(TURF_WET_LUBE)
intensity = 80
lube_flags |= SLIDE | GALOSHES_DONT_HELP
if(TURF_WET_ICE)
intensity = 120
lube_flags |= SLIDE | GALOSHES_DONT_HELP
if(TURF_WET_PERMAFROST)
intensity = 120
lube_flags |= SLIDE_ICE | GALOSHES_DONT_HELP
if(TURF_WET_SUPERLUBE)
intensity = 120
lube_flags |= SLIDE | GALOSHES_DONT_HELP | SLIP_WHEN_CRAWLING
else
qdel(parent.GetComponent(/datum/component/slippery))
return
parent.LoadComponent(/datum/component/slippery, intensity, lube_flags, CALLBACK(src, PROC_REF(AfterSlip)))
/datum/component/wet_floor/proc/dry(datum/source, strength = TURF_WET_WATER, immediate = FALSE, duration_decrease = INFINITY)
SIGNAL_HANDLER
for(var/i in time_left_list)
if(text2num(i) <= strength)
time_left_list[i] = max(0, time_left_list[i] - duration_decrease)
if(immediate)
check()
/datum/component/wet_floor/proc/max_time_left()
. = 0
for(var/i in time_left_list)
. = max(., time_left_list[i])
/datum/component/wet_floor/process()
var/turf/open/T = parent
var/diff = world.time - last_process
var/decrease = 0
var/t = T.GetTemperature()
switch(t)
if(-INFINITY to T0C)
add_wet(TURF_WET_ICE, max_time_left()) //Water freezes into ice!
if(T0C to T0C + 100)
decrease = ((T.air.temperature - T0C) / SSwet_floors.temperature_coeff) * (diff / SSwet_floors.time_ratio)
if(T0C + 100 to INFINITY)
decrease = INFINITY
decrease = max(0, decrease)
if((is_wet() & TURF_WET_ICE) && t > T0C) //Ice melts into water!
for(var/obj/O in T.contents)
O.unfreeze()
add_wet(TURF_WET_WATER, max_time_left())
dry(null, TURF_WET_ICE)
dry(null, ALL, FALSE, decrease)
check()
last_process = world.time
/datum/component/wet_floor/proc/update_strength()
highest_strength = 0 //Not bitflag.
for(var/i in time_left_list)
highest_strength = max(highest_strength, text2num(i))
/datum/component/wet_floor/proc/is_wet()
SIGNAL_HANDLER
. = 0
for(var/i in time_left_list)
. |= text2num(i)
/datum/component/wet_floor/PreTransfer()
var/turf/O = parent
O.cut_overlay(current_overlay)
//That turf is no longer slippery, we're out of here
//Slippery components don't transfer due to callbacks
qdel(O.GetComponent(/datum/component/slippery))
/datum/component/wet_floor/PostTransfer()
if(!isopenturf(parent))
return COMPONENT_INCOMPATIBLE
var/turf/T = parent
T.add_overlay(current_overlay)
//Make sure to add/update any slippery component on the new turf (update_flags calls LoadComponent)
update_flags()
//NB it's possible we get deleted after this, due to inherit
/datum/component/wet_floor/proc/add_wet(type, duration_minimum = 0, duration_add = 0, duration_maximum = MAXIMUM_WET_TIME, _permanent = FALSE, _should_display_overlay = TRUE)
var/static/list/allowed_types = list(TURF_WET_WATER, TURF_WET_LUBE, TURF_WET_ICE, TURF_WET_PERMAFROST, TURF_WET_SUPERLUBE)
if(duration_minimum <= 0 || !type)
return FALSE
if(type in allowed_types)
return _do_add_wet(type, duration_minimum, duration_add, duration_maximum)
else
. = NONE
for(var/i in allowed_types)
if(!(type & i))
continue
. |= _do_add_wet(i, duration_minimum, duration_add, duration_maximum)
if(_permanent)
permanent = TRUE
STOP_PROCESSING(SSwet_floors, src)
should_display_overlay = _should_display_overlay
/datum/component/wet_floor/proc/_do_add_wet(type, duration_minimum, duration_add, duration_maximum)
var/time = 0
if(LAZYACCESS(time_left_list, "[type]"))
time = clamp(LAZYACCESS(time_left_list, "[type]") + duration_add, duration_minimum, duration_maximum)
else
time = min(duration_minimum, duration_maximum)
LAZYSET(time_left_list, "[type]", time)
check(TRUE)
return TRUE
/datum/component/wet_floor/proc/gc(on_init = FALSE)
if(!LAZYLEN(time_left_list))
if(on_init)
var/turf/T = parent
stack_trace("Warning: Wet floor component gc'd right after initialization! What a waste of time and CPU! Type = [T? T.type : "ERROR - NO PARENT"], Location = [istype(T)? AREACOORD(T) : "ERROR - INVALID PARENT"].")
qdel(src)
return TRUE
return FALSE
/datum/component/wet_floor/proc/check(force_update = FALSE)
var/changed = FALSE
for(var/i in time_left_list)
if(time_left_list[i] <= 0)
time_left_list -= i
changed = TRUE
if(changed || force_update)
update_strength()
update_overlay()
update_flags()
gc()