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Bubberstation/code/datums/elements/turf_transparency.dm
SkyratBot 9bf006d189 [MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE)

* skyrat changes

* bodyparts merge

* unres door floorlight fix

* Future upstream fix for blindness

* upcoming upstream airlock fix

* fix button emissive

* Fix FOV markings?

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-02 23:30:09 -04:00

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/// List of z pillars (datums placed in the bottom left of XbyX squares that control transparency in that space)
/// The pillars are stored in triple depth lists indexed by (world_size % pillar_size) + 1
/// They are created at transparent turf request, and deleted when no turfs remain
GLOBAL_LIST_EMPTY(pillars_by_z)
#define Z_PILLAR_RADIUS 20
// Takes a position, transforms it into a z pillar key
#define Z_PILLAR_TRANSFORM(pos) (ROUND_UP(pos / Z_PILLAR_RADIUS))
// Takes a z pillar key, hands back the actual posiiton it represents
// A key of 1 becomes 1, a key of 2 becomes Z_PILLAR_RADIUS + 1, etc.
#define Z_KEY_TO_POSITION(key) (((key - 1) * Z_PILLAR_RADIUS) + 1)
/// Returns a z pillar to insert turfs into
/proc/request_z_pillar(x, y, z)
var/list/pillars_by_z = GLOB.pillars_by_z
if(length(pillars_by_z) < z)
pillars_by_z.len = z
var/list/our_z = pillars_by_z[z]
if(!our_z)
our_z = list()
pillars_by_z[z] = our_z
//Now that we've got the z layer sorted, we're gonna check the X line
var/x_key = Z_PILLAR_TRANSFORM(x)
if(length(our_z) < x_key)
our_z.len = x_key
var/list/our_x = our_z[x_key]
if(!our_x)
our_x = list()
our_z[x_key] = our_x
//And now the y layer
var/y_key = Z_PILLAR_TRANSFORM(y)
if(length(our_x) < y_key)
our_x.len = y_key
var/datum/z_pillar/our_lad = our_x[y_key]
if(!our_lad)
our_lad = new(x_key, y_key, z)
our_x[y_key] = our_lad
return our_lad
/// Exists to be placed on the turf of walls and such to hold the vis_contents of the tile below
/// Otherwise the lower turf might get shifted around, which is dumb. do this instead.
/obj/effect/abstract/z_holder
var/datum/z_pillar/pillar
var/turf/show_for
appearance_flags = PIXEL_SCALE
plane = HUD_PLANE
anchored = TRUE
move_resist = INFINITY
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/abstract/z_holder/Destroy()
if(pillar)
pillar.drawing_object -= show_for
pillar = null
show_for = null
return ..()
/obj/effect/abstract/z_holder/proc/display(turf/display, datum/z_pillar/behalf_of)
if(pillar)
CRASH("We attempted to use a z holder to display when it was already in use, what'd you do")
pillar = behalf_of
show_for = display
vis_contents += display
behalf_of.drawing_object[display] = src
/// Grouping datum that manages transparency for a block of space
/// Setup to ease debugging, and to make add/remove operations cheaper
/datum/z_pillar
var/x_pos
var/y_pos
var/z_pos
/// Assoc list in the form displayed turf -> list of sources
var/list/turf_sources = list()
/// Assoc list of turfs using z holders in the form displayed turf -> z holder
var/list/drawing_object = list()
/datum/z_pillar/New(x_pos, y_pos, z_pos)
. = ..()
src.x_pos = x_pos
src.y_pos = y_pos
src.z_pos = z_pos
/datum/z_pillar/Destroy()
GLOB.pillars_by_z[z_pos][x_pos][y_pos] = null
// Just to be totally clear, this is code that exists to
// A: make sure cleanup is actually possible for this datum, just in case someone goes insane
// B: allow for easier debugging and making sure everything behaves as expected when fully removed
// It is not meant to be relied on, please don't actually it's not very fast
for(var/turf/displaying in turf_sources)
for(var/turf/displaying_for in turf_sources[displaying])
hide_turf(displaying, displaying_for)
return ..()
/// Displays a turf from the z level below us on our level
/datum/z_pillar/proc/display_turf(turf/to_display, turf/source)
var/list/sources = turf_sources[to_display]
if(!sources)
sources = list()
turf_sources[to_display] = sources
sources |= source
if(length(sources) != 1) // If we aren't the first to request this turf, return
var/obj/effect/abstract/z_holder/holding = drawing_object[to_display]
if(!holding)
return
var/turf/visual_target = to_display.above()
/// Basically, if we used to be under a non transparent turf, but are no longer in that position
/// Then we add to the transparent turf we're now under, and nuke the old object
if(!istransparentturf(visual_target))
return
holding.vis_contents -= to_display
qdel(holding)
drawing_object -= to_display
visual_target.vis_contents += to_display
return
var/turf/visual_target = to_display.above()
if(istransparentturf(visual_target) || isopenspaceturf(visual_target))
visual_target.vis_contents += to_display
else
var/obj/effect/abstract/z_holder/hold_this = new(visual_target)
hold_this.display(to_display, src)
/// Hides an existing turf from our vis_contents, or the vis_contents of the source if applicable
/datum/z_pillar/proc/hide_turf(turf/to_hide, turf/source)
var/list/sources = turf_sources[to_hide]
if(!sources)
return
sources -= source
// More sources remain
if(length(sources))
return
turf_sources -= to_hide
var/obj/effect/abstract/z_holder/holding = drawing_object[to_hide]
if(holding)
qdel(holding)
else
var/turf/visual_target = to_hide.above()
visual_target.vis_contents -= to_hide
if(!length(turf_sources) && !QDELETED(src))
qdel(src)
/// Called when a transparent turf is cleared. We wait a tick, then check to see what
/// Kind of turf replaced our former holder, and resetup our visuals as desired
/// We do not need to do this for non transparent holders, because they will have their abstract object cleared
/// When a transparent holder comes back.
/datum/z_pillar/proc/parent_cleared(turf/visual, turf/current_holder)
addtimer(CALLBACK(src, .proc/refresh_orphan, visual, current_holder))
/// Runs the actual refresh of some formerly orphaned via vis_loc deletiong turf
/// We'll only reup if we either have no souece, or if the source is a transparent turf
/datum/z_pillar/proc/refresh_orphan(turf/orphan, turf/parent)
var/list/sources = turf_sources[orphan]
if(!length(sources))
return
var/obj/effect/abstract/z_holder/holding = drawing_object[orphan]
if(holding)
return
if(istransparentturf(parent) || isopenspaceturf(parent))
parent.vis_contents += orphan
else
var/obj/effect/abstract/z_holder/hold_this = new(parent)
hold_this.display(orphan, src)
/datum/element/turf_z_transparency
element_flags = ELEMENT_DETACH
///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
/datum/element/turf_z_transparency/Attach(datum/target, mapload)
. = ..()
if(!isturf(target))
return ELEMENT_INCOMPATIBLE
var/turf/our_turf = target
our_turf.layer = OPENSPACE_LAYER
RegisterSignal(target, COMSIG_TURF_MULTIZ_DEL, .proc/on_multiz_turf_del)
RegisterSignal(target, COMSIG_TURF_MULTIZ_NEW, .proc/on_multiz_turf_new)
ADD_TRAIT(our_turf, TURF_Z_TRANSPARENT_TRAIT, ELEMENT_TRAIT(type))
if(!mapload)
update_multi_z(our_turf)
/datum/element/turf_z_transparency/Detach(datum/source)
. = ..()
var/turf/our_turf = source
clear_multiz(our_turf)
UnregisterSignal(our_turf, list(COMSIG_TURF_MULTIZ_NEW, COMSIG_TURF_MULTIZ_DEL))
REMOVE_TRAIT(our_turf, TURF_Z_TRANSPARENT_TRAIT, ELEMENT_TRAIT(type))
///Updates the viscontents or underlays below this tile.
/datum/element/turf_z_transparency/proc/update_multi_z(turf/our_turf)
var/turf/below_turf = our_turf.below()
if(below_turf) // If we actually have something below us, display it.
for(var/turf/partner in range(1, below_turf))
// We use our z here to ensure the pillar is actually on our level
var/datum/z_pillar/z_boss = request_z_pillar(partner.x, partner.y, our_turf.z)
z_boss.display_turf(partner, our_turf)
else
our_turf.underlays += get_baseturf_underlay(our_turf)
// This shit is stupid
// z transparency is for making something SHOW WHAT'S BENEATH it, or if nothing is, show
// the appropriate underlay
// IT IS NOT FOR MAKING YOUR CLOSED TURF SEETHROUGH
// these are different concerns, and should not be HANDLED TOGETHER
// similarly, if you rip this out, rework diagonal closed turfs to work with this system
// it will make them look significantly nicer, and should let you tie into their logic more easily
// Just please don't break behavior yeah? thanks, I love you <3
if(isclosedturf(our_turf)) //Show girders below closed turfs
var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', "girder", layer = TURF_LAYER-0.01)
girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
our_turf.underlays += girder_underlay
var/mutable_appearance/plating_underlay = mutable_appearance('icons/turf/floors.dmi', "plating", layer = TURF_LAYER-0.02)
plating_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
our_turf.underlays += plating_underlay
return TRUE
/datum/element/turf_z_transparency/proc/clear_multiz(turf/our_turf)
var/turf/below_turf = our_turf.below()
if(below_turf) // If we actually have something below us, we need to clear ourselves from it
for(var/turf/partner in range(1, below_turf))
// We use our z here to ensure the pillar is actually on our level
var/datum/z_pillar/z_boss = request_z_pillar(partner.x, partner.y, our_turf.z)
z_boss.hide_turf(partner, our_turf)
if(partner == below_turf)
z_boss.parent_cleared(below_turf, our_turf)
else
our_turf.underlays -= get_baseturf_underlay(our_turf)
if(isclosedturf(our_turf)) //Show girders below closed turfs
var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', "girder", layer = TURF_LAYER-0.01)
girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
our_turf.underlays -= girder_underlay
var/mutable_appearance/plating_underlay = mutable_appearance('icons/turf/floors.dmi', "plating", layer = TURF_LAYER-0.02)
plating_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
our_turf.underlays -= plating_underlay
/datum/element/turf_z_transparency/proc/on_multiz_turf_del(turf/our_turf, turf/below_turf, dir)
SIGNAL_HANDLER
if(dir != DOWN)
return
update_multi_z(our_turf)
/datum/element/turf_z_transparency/proc/on_multiz_turf_new(turf/our_turf, turf/below_turf, dir)
SIGNAL_HANDLER
if(dir != DOWN)
return
update_multi_z(our_turf)
///Called when there is no real turf below this turf
/datum/element/turf_z_transparency/proc/get_baseturf_underlay(turf/our_turf)
var/turf/path = SSmapping.level_trait(our_turf.z, ZTRAIT_BASETURF) || /turf/open/space
if(!ispath(path))
path = text2path(path)
if(!ispath(path))
warning("Z-level [our_turf.z] has invalid baseturf '[SSmapping.level_trait(our_turf.z, ZTRAIT_BASETURF)]'")
path = /turf/open/space
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)
underlay_appearance.appearance_flags = RESET_ALPHA | RESET_COLOR
return underlay_appearance