Files
Bubberstation/code/datums/position_point_vector.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

232 lines
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/proc/point_midpoint_points(datum/point/a, datum/point/b) //Obviously will not support multiZ calculations! Same for the two below.
var/datum/point/P = new
P.x = a.x + (b.x - a.x) * 0.5
P.y = a.y + (b.y - a.y) * 0.5
P.z = a.z
return P
/proc/pixel_length_between_points(datum/point/a, datum/point/b)
return sqrt(((b.x - a.x) ** 2) + ((b.y - a.y) ** 2))
/proc/angle_between_points(datum/point/a, datum/point/b)
return ATAN2((b.y - a.y), (b.x - a.x))
/// For positions with map x/y/z and pixel x/y so you don't have to return lists. Could use addition/subtraction in the future I guess.
/datum/position
var/x = 0
var/y = 0
var/z = 0
var/pixel_x = 0
var/pixel_y = 0
/datum/position/proc/valid()
return x && y && z && !isnull(pixel_x) && !isnull(pixel_y)
/datum/position/New(_x = 0, _y = 0, _z = 0, _pixel_x = 0, _pixel_y = 0) //first argument can also be a /datum/point.
if(istype(_x, /datum/point))
var/datum/point/P = _x
var/turf/T = P.return_turf()
_x = T.x
_y = T.y
_z = T.z
_pixel_x = P.return_px()
_pixel_y = P.return_py()
else if(isatom(_x))
var/atom/A = _x
_x = A.x
_y = A.y
_z = A.z
_pixel_x = A.pixel_x
_pixel_y = A.pixel_y
x = _x
y = _y
z = _z
pixel_x = _pixel_x
pixel_y = _pixel_y
/datum/position/proc/return_turf()
return locate(x, y, z)
/datum/position/proc/return_px()
return pixel_x
/datum/position/proc/return_py()
return pixel_y
/datum/position/proc/return_point()
return new /datum/point(src)
/// A precise point on the map in absolute pixel locations based on world.icon_size. Pixels are FROM THE EDGE OF THE MAP!
/datum/point
var/x = 0
var/y = 0
var/z = 0
/datum/point/proc/valid()
return x && y && z
/datum/point/proc/copy_to(datum/point/p = new)
p.x = x
p.y = y
p.z = z
return p
/// First argument can also be a /datum/position or /atom.
/datum/point/New(_x, _y, _z, _pixel_x = 0, _pixel_y = 0)
if(istype(_x, /datum/position))
var/datum/position/P = _x
_x = P.x
_y = P.y
_z = P.z
_pixel_x = P.pixel_x
_pixel_y = P.pixel_y
else if(istype(_x, /atom))
var/atom/A = _x
_x = A.x
_y = A.y
_z = A.z
_pixel_x = A.pixel_x
_pixel_y = A.pixel_y
initialize_location(_x, _y, _z, _pixel_x, _pixel_y)
/datum/point/proc/initialize_location(tile_x, tile_y, tile_z, p_x = 0, p_y = 0)
if(!isnull(tile_x))
x = ((tile_x - 1) * ICON_SIZE_X) + ICON_SIZE_X * 0.5 + p_x + 1
if(!isnull(tile_y))
y = ((tile_y - 1) * ICON_SIZE_Y) + ICON_SIZE_Y * 0.5 + p_y + 1
if(!isnull(tile_z))
z = tile_z
/datum/point/proc/debug_out()
var/turf/T = return_turf()
return "[text_ref(src)] aX [x] aY [y] aZ [z] pX [return_px()] pY [return_py()] mX [T.x] mY [T.y] mZ [T.z]"
/datum/point/proc/move_atom_to_src(atom/movable/AM)
AM.forceMove(return_turf())
AM.pixel_x = return_px()
AM.pixel_y = return_py()
/datum/point/proc/return_turf()
return locate(CEILING(x / ICON_SIZE_X, 1), CEILING(y / ICON_SIZE_Y, 1), z)
/datum/point/proc/return_coordinates() //[turf_x, turf_y, z]
return list(CEILING(x / ICON_SIZE_X, 1), CEILING(y / ICON_SIZE_Y, 1), z)
/datum/point/proc/return_position()
return new /datum/position(src)
/datum/point/proc/return_px()
return MODULUS(x, ICON_SIZE_X) - (ICON_SIZE_X/2) - 1
/datum/point/proc/return_py()
return MODULUS(y, ICON_SIZE_Y) - (ICON_SIZE_Y/2) - 1
/datum/point/vector
/// Pixels per iteration
var/speed = ICON_SIZE_ALL
var/iteration = 0
var/angle = 0
/// Calculated x movement amounts to prevent having to do trig every step.
var/mpx = 0
/// Calculated y movement amounts to prevent having to do trig every step.
var/mpy = 0
var/starting_x = 0 //just like before, pixels from EDGE of map! This is set in initialize_location().
var/starting_y = 0
var/starting_z = 0
/datum/point/vector/New(_x, _y, _z, _pixel_x = 0, _pixel_y = 0, _angle, _speed, initial_increment = 0)
..()
initialize_trajectory(_speed, _angle)
if(initial_increment)
increment(initial_increment)
/datum/point/vector/initialize_location(tile_x, tile_y, tile_z, p_x = 0, p_y = 0)
. = ..()
starting_x = x
starting_y = y
starting_z = z
/// Same effect as initiliaze_location, but without setting the starting_x/y/z
/datum/point/vector/proc/set_location(tile_x, tile_y, tile_z, p_x = 0, p_y = 0)
if(!isnull(tile_x))
x = ((tile_x - 1) * ICON_SIZE_X) + ICON_SIZE_X * 0.5 + p_x + 1
if(!isnull(tile_y))
y = ((tile_y - 1) * ICON_SIZE_Y) + ICON_SIZE_Y * 0.5 + p_y + 1
if(!isnull(tile_z))
z = tile_z
/datum/point/vector/copy_to(datum/point/vector/v = new)
..(v)
v.speed = speed
v.iteration = iteration
v.angle = angle
v.mpx = mpx
v.mpy = mpy
v.starting_x = starting_x
v.starting_y = starting_y
v.starting_z = starting_z
return v
/datum/point/vector/proc/initialize_trajectory(pixel_speed, new_angle)
if(!isnull(pixel_speed))
speed = pixel_speed
set_angle(new_angle)
/// Calculations use "byond angle" where north is 0 instead of 90, and south is 180 instead of 270.
/datum/point/vector/proc/set_angle(new_angle)
if(isnull(angle))
return
angle = new_angle
update_offsets()
/datum/point/vector/proc/update_offsets()
mpx = sin(angle) * speed
mpy = cos(angle) * speed
/datum/point/vector/proc/set_speed(new_speed)
if(isnull(new_speed) || speed == new_speed)
return
speed = new_speed
update_offsets()
/datum/point/vector/proc/increment(multiplier = 1)
iteration++
x += mpx * (multiplier)
y += mpy * (multiplier)
/datum/point/vector/proc/return_vector_after_increments(amount = 7, multiplier = 1, force_simulate = FALSE)
var/datum/point/vector/v = copy_to()
if(force_simulate)
for(var/i in 1 to amount)
v.increment(multiplier)
else
v.increment(multiplier * amount)
return v
/datum/point/vector/proc/on_z_change()
return
/datum/point/vector/processed //pixel_speed is per decisecond.
var/last_process = 0
var/last_move = 0
var/paused = FALSE
/datum/point/vector/processed/Destroy()
STOP_PROCESSING(SSprojectiles, src)
return ..()
/datum/point/vector/processed/proc/start()
last_process = world.time
last_move = world.time
START_PROCESSING(SSprojectiles, src)
/datum/point/vector/processed/process()
if(paused)
last_move += world.time - last_process
last_process = world.time
return
var/needed_time = world.time - last_move
last_process = world.time
last_move = world.time
increment(needed_time / SSprojectiles.wait)